Application system having a gaming engine that enables execution of a declarative language

ABSTRACT

An application system for the creation, deployment, and management of digital content assets is provided, for developing media-rich content and applications that have a simple architecture that is also comprehensive and extensible. In embodiments, a system for creating, sharing and managing digital content may include a visual editing environment that enables a developer to create and edit code controlling a digital content asset using a declarative language and a code execution engine that operates on the code created in the visual editing environment to control execution of at least one hardware infrastructure element that enables the utilization of the digital content asset, wherein the code execution engine includes at least one gaming engine capability enabling the execution of the declarative language to control at least one of a behavior and a state of the digital content asset.

PRIORITY CLAIM

This application is a continuation of PCT International Application No.PCT/US2018/035953, filed Jun. 5, 2018, entitled METHODS AND SYSTEMS FORAN APPLICATION SYSTEM, which claims priority to U.S. Provisional PatentApplication Ser. No. 62/515,277, filed Jun. 5, 2017, entitled METHODSAND SYSTEMS FOR A CONTENT AND DEVELOPMENT MANAGEMENT PLATFORM, U.S.Provisional Patent Application Ser. No. 62/559,940, filed Sep. 18, 2017,entitled METHODS AND SYSTEMS FOR A CONTENT AND DEVELOPMENT MANAGEMENTPLATFORM, and U.S. Provisional Patent Application Ser. No. 62/619,348,filed Jan. 19, 2018, entitled METHODS AND SYSTEMS FOR A CONTENT ANDDEVELOPMENT MANAGEMENT PLATFORM, all of which are incorporated byreference as if fully set forth herein in their entirety.

BACKGROUND 1. Field

This disclosure relates to the field of software application developmentand digital content creation, and more particularly, to an improvedtechnology stack for the creation, deployment, and management ofcomputer software applications that use digital content assets.

2. Description of the Related Art

Mobile apps have become central to how enterprises and otherorganizations engage with both customers and employees, but many appsfall well short of customer expectations. Poor design, slow performance,inconsistent experiences across devices, and the long-time cycles andcost required in the specification, development, testing and deploymentof updates requested by users are among the reasons that apps fail toengage the user or meet organizational requirements. Each type of endpoint device typically requires its own development effort (even withtools promising “multiplatform” support there is often the requirementfor platform-specific design and coding), and relatively few appplatforms can target both mobile devices and PCs while providing deepsupport for device capabilities like 3D, mapping, Internet of Things(IoT) integration, augmented reality (AR) and virtual reality (VR). Thefact that existing app development platforms are limited in scope andrequire technical expertise increases time and cost while alsorestricting both the capability of the apps and the devices on whichthey can be used.

Creation, deployment and management of software applications and contentthat use digital content assets may be complicated, particularly when auser desires to use such applications across multiple platform types,such as involving different device types and operating systems. Softwareapplication development typically requires extensive computer coding,device and domain expertise, including knowledge of operating systembehavior, knowledge of device behavior (such as how applications impactchip-level performance, battery usage, and the like) and knowledge ofdomain-specific languages, such that many programmers work primarilywith a given operating system type, with a given type of device, or in agiven domain, and application development projects often requireseparate efforts, by different programmers, to port a given applicationfrom one computing environment, operating system, device type, or domainto another. While many enterprises have existing enterprise cloudsystems and extensive libraries of digital content assets, such asdocuments, websites, logos, artwork, photographs, videos, animations,characters, music files, and many others, development projects for frontend, media-rich applications that could use the assets are often highlyconstrained, in particular by the lack of sufficient resources that havethe necessary expertise across the operating systems, devices anddomains that may be involved in a given use case. As a result, mostenterprises have long queues for this rich front end applicationdevelopment, and many applications that could serve valuable businessfunctions are never developed because development cannot occur withinthe business time frame required. A need exists for methods and systemsthat enable rapid development of digital-content-rich applications,without requiring deep expertise in operating system behavior, devicecharacteristics, or domain-specific programming languages. Anotherbottleneck is server side workflow, additional data stores and brokeringof API's between existing systems.

Some efforts have been made to establish simplified programmingenvironments that allow less sophisticated programmers to develop simpleapplications. The PowerApps™ service from Microsoft™ allows users withina company (with support from an IT department) to build basic mobile andweb-based applications. App Maker™ by Google™ and Mobile App Builder™from IBM™ also enable development of basic mobile and web applications.However, these platforms enable only very basic application behavior andenable development of applications for a given operating system anddomain. There remains a need for a platform for developing media-richcontent and applications with a simple architecture that is alsocomprehensive and extensible, enabling rich application behavior,low-level device control, and extensive application features, withoutrequiring expertise in operating system behavior, expertise in devicebehavior, or expertise in multiple languages.

Also, it is exceedingly frustrating for a user (e.g., a developer) tocontinually purchase and learn multiple new development tools. A usermay experience needs or requirements for debugging, error reporting,database features, image processing, handling audio or voiceinformation, managing Internet information and search features, documentviewing, localization, source code management, team management andcollaboration, platform porting requirements, data transformationrequirements, security requirements, and more. It may be even moredifficult for a user when deploying content assets over the web or tomultiple operating systems, which may generate many testingcomplications and difficulties. For these reasons, an application systemis needed for the client that provides a full ecosystem for developmentand deployment of applications that work across various types ofoperating systems and devices without requiring platform-specific codingskills and allows for workflow, additional datastores, and API brokeringon the server side.

SUMMARY

In embodiments, an application system is provided herein for enablingdevelopers, including non-technical users, to quickly and easily create,manage, and share applications and content that use data (such asdynamically changing enterprise data from various databases) and richmedia content across personal endpoint devices. The system enables aconsistent user experience for a developed application or content itemacross any type of device without revision or porting, including iOS andAndroid phones and tablets, as well as Windows, Mac, and Linux PCs.

In embodiments, the application system enables the creation, deploymentand management of applications that use digital content assets. Amongvarious methods, systems, components, services, systems, sub-systems,and other elements, the application system may include an engine thatsupports development of an application by using a visual editor, wherethe same engine supports runtime operation of the application. Inembodiments, the system uses a novel declarative language that includeslayout and logic capabilities (and is used both as a file format and forproducing binary machine code to control low-level device behavior). Thelanguage enables rich application behavior using simple, intuitivecommands that can be readily mastered by non-experts. The system enablespublication through a viewer/portal, where application and contentbehavior are contained in a container that enables convenientpublication and consumption across endpoint devices and platforms. Theengine includes a wide range of capabilities, features, and extensionsfor enabling a wide range of content and application behaviors andcapabilities, such as for enabling avatars, 3D geometry features,cinematic and animated presentation effects, and many others as aredescribed throughout this disclosure. A server element which allows forworkflow, additional data storage, API brokering, and for the hosting ofpublished applications is also disclosed.

In embodiments, the application system includes an engine that has manyfeatures typically deployed in engines for high-performance video games,such that the system enables extremely fast application behavior and hasbuilt-in support for advanced graphics (including 3D geometry andphysics for animation), as well as capabilities for handling machinevision, augmented and virtual reality, online and offline maps, andgesture control. An optionally multi-user visual editor of the systemallows dynamic data from any source (such as documents, enterprisedatabases, media files, internet feeds, IoT cloud databases etc.) to bepublished in a container that will run in a viewer across any end pointdevice and/or can be published to a public app store. Content updatesand variations in published content or applications, such as by customersegment or geography, can be easily added by content owners.

In embodiments, the application system described herein fundamentallychanges the process of delivering information to endpoint devices andcreating an engaging interactive experience. The visual editor allowsmultiple groups to simultaneously lay out and structure information thatis packaged into a container for publication. This can be done inminutes for simple projects, and in no more than a few days for projectsthat draw extensively on external information feeds and utilize complexgraphics. The container with developed application and content in it canbe instantly published, such as to a cloud platform (such as the AmazonWeb Services™ cloud), where it can then be immediately accessed byauthorized users, on any device, with an identical experience regardlessof the device or platform, or to a public or private app store, where itcan be available as soon as any other requirements for publication inthe particular app store are satisfied.

In embodiments, the application system, language and overallimplementation are simple in that there is only a limited degree ofcomplexity and there are few layers of abstraction. Simple, in thisdescription, does not indicate the opposite of powerful. For example,the system, declarative language, and overall implementation mayminimize syntax, with no case sensitivity; provide a highly consistentway of doing things; support well understood media formats; use a smallruntime; support code sharing and collaboration; and use the samelanguage for the editor, viewer and portal. A complete applicationsystem may seem mutually exclusive to being simple, but it is not. Theapplication system disclosed herein covers the domain of tools requiredto build and deploy solutions, while maintaining integration andsimplicity.

Because of these complete functions, in embodiments an applicationsystem may be open at design time and closed at runtime. This is animportant distinction, because other developers may be free to buildtools and export applications from the application system from theirproducts for design time, but at runtime, the environment may be closed,with the function provided by the common engine editor and runtimeinfrastructure of the application system providing security andstability. A custom runtime with additional platform-specific binarycode linked in can be built, but the security and stability cannotnecessarily be guaranteed.

In embodiments, the engine may allow a user to quickly and easilycreate, manage, and share enterprise information and rich media contentacross personal endpoint devices. The engine may include an editor, aruntime interface and a user interface, all built on top of the engine.

In embodiments, the visual editor may include the visual editor, whichmay be part of a visual editing environment with a common engine forediting and runtime, which in embodiments may provide a real-time,multi-user simultaneous development environment, such as for multipledevelopers. The visual editor may allow an engine full benefit ofmanaging utilization of a CPU, a GPU, or the like, in a visual editingenvironment for software code development. In embodiments, the visualediting environment may include capabilities for a gaming engine,including for coding gaming behavior of hardware and softwarecomponents, including operating system and hardware platforms.

The system may also involve a cluster of technologies and capabilitiesrelated to a unique, dynamic, declarative language. This “dynamiclanguage cluster” may include capabilities for creating and handling ascene tree. In embodiments, the editor and runtime for the dynamiclanguage may be compiled with a compiler (such as the LLVM™ compiler).The language may enable the ability to express logic and layout in thesame language. The language may use the same domain-specific languagefor creating the editor/runtime and for use as a file format. Thelanguage may include state information built into the language andexpose modules. The language may support creation of visual experiencesand allow a user to publish apps through a private portal. Inembodiments the language may be configured to be processed linearly(i.e., without loops), such as by processing a directed acyclic graph orsimilar structure.

An avatar engine may support avatar functions, such as used incommercial user interfaces, conversational interfaces and naturallanguage endpoints.

In embodiments, a cluster of technologies and components relating tolower level code, referred to as the “low code technology cluster,” maysupport variations extended with JavaScript. Variations may be accessedvia a variations user interface.

Among other elements of the application system, an interface andsupporting processing elements and systems may be provided fordeveloping applications that render three-dimensional visual effects andthat handle three-dimensional objects and their geometric parameters,according to some embodiments. These elements are referred to herein forsimplicity in some cases as the three-dimensional user interface, orsimply the 3D UI. The interface may support input, display andmanipulation of 3D objects. In embodiments, the 3D UI may render apps instereo with 3D input for virtual reality (VR) and augmented reality(AR). The 3D UI may include interactions from a range of inputsincluding 3D machine vision, which in embodiments may include ARexperiences. The 3D UI may mix 2D and 3D elements in the sameapplication, such as, in embodiments, using a hybrid scene tree system.

In embodiments, a system is provided, including a visual editor forcreating and editing an application in declarative language, wherein thelanguage provides the capability for specifying control of machinebehavior of a device, the abstraction of input types across operatingsystem types and the capability for control of visual presentation layerbehavior of objects across a plurality of operating system platformtypes; and an engine having gaming engine features, wherein the editorand the runtime of an application are created using the system.

In embodiments, a system for creating, sharing and managing digitalcontent may include a visual editing environment that enables adeveloper to create and edit code controlling a digital content assetusing a declarative language and a code execution engine that operateson the code created in the visual editing environment to controlexecution of at least one hardware infrastructure element that enablesthe utilization of the digital content asset, wherein the code executionengine includes at least one gaming engine capability enabling theexecution of the declarative language to control at least one of abehavior and a state of the digital content asset. In embodiments, thegaming engine enables handling of a state that is expressed in thedeclarative language. In embodiments, the gaming engine enables handlingof an inheritance parameter that is expressed in the declarativelanguage. In embodiments, the gaming engine enables handling of ananimation feature that is expressed in the declarative language. Inembodiments, the gaming engine enables handling of a simulation featurefor a digital content object that is expressed in the declarativelanguage. In embodiments, the gaming engine enables handling of a 3Dgeometric behavior of a digital content object that is expressed in thedeclarative language. In embodiments, the gaming engine enables handlingof shader loading parameters for different hardware devices. Inembodiments, shader loading parameters are handled based on recognitionof pixel-handling capacity of a display screen of a hardware device thatwill display the digital content asset. In embodiments, the editor andthe engine enable creation, delivery and editing of the digital assetduring runtime, such that a plurality of end users using differentdevices can simultaneously experience the same behavior of the digitalcontent asset during its creation and editing. In embodiments, the codeexecution engine controls at least one of CPU and GPU utilization for ahardware endpoint device upon which the digital content asset runs. Inembodiments, control of utilization includes specification and executionof instructions for optimization of thermal performance of the at leastone CPU or GPU. In embodiments, the code execution engine governsexecution of the code across a plurality of operating systems to providea consistent user experience with the digital content asset. Inembodiments, the code execution engine governs execution of the codeacross a plurality of mobile operating systems. In embodiments, themobile operating systems are selected from among IOS, Android andWindows operating systems. In embodiments, the code execution enginegoverns execution of the code across a plurality of computer operatingsystems. In embodiments, the computer operating systems are selectedfrom among Windows, Mac, and Linux operating systems. In embodiments,the code execution engine governs execution of the code across aplurality of operating systems including at least one mobile operatingsystem and at least one other operating system. In embodiments, theoperating systems are selected from the group consisting of Windows,Mac, Linux, IOS and Android operating systems. In embodiments, the codeexecution engine enables control of network layer interactions for thedigital content asset. In embodiments, the code execution engine enablescontrol of browser interactions for the digital content asset. Inembodiments, the browser interactions include Comet interactions, HTTPstreaming interactions, Ajax push interactions, reverse Ajaxinteractions, TCP and UDP Socket interactions, and HTTP server pushinteractions. In embodiments, the system may include a plug-in systemfor orchestrating components and events for the digital content asset.In embodiments, the plug-in system is a JavaScript plug-in system. Inembodiments, the visual editor and runtime code are written in thedeclarative language, are compiled using LLVM and are bound to the codeexecution engine. In embodiments, the code execution engine is a C++engine.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1A provides a schematic diagram of the main components of anapplication system and interactions among the components in accordancewith the many embodiments of the present disclosure.

FIG. 1B depicts a schematic diagram of a server kit ecosystem of anapplication system in accordance with the many embodiments of thepresent disclosure.

FIG. 1C depicts a schematic diagram of a server kit software applianceof an application system in accordance with the many embodiments of thepresent disclosure.

FIGS. 2A, 2B, and 2C depict screenshots of embodiments of an editor ofan application system in accordance with the many embodiments of thepresent disclosure.

FIGS. 2D, 2E, and 2F depict a collaborative 3D workspace of anapplication system in accordance with the many embodiments of thepresent disclosure.

FIG. 2G depicts a three-stage example of a high-level recipe workflow ofan application system in accordance with the many embodiments of thepresent disclosure.

FIG. 3 depicts a continuum of natural user interface interaction which auser may use to interact with content created by an application systemin accordance with the many embodiments of the present disclosure.

FIG. 4 depicts a project built by an app builder of an applicationsystem in accordance with the many embodiments of the presentdisclosure.

FIG. 5 depicts an instance example of an application system inaccordance with the many embodiments of the present disclosure.

FIG. 6 depicts a nested instance example of an application system inaccordance with the many embodiments of the present disclosure.

FIG. 7A and FIG. 7B depict a define-and-raise function example of anapplication system in accordance with the many embodiments of thepresent disclosure.

FIG. 8 depicts an expression example of an application system inaccordance with the many embodiments of the present disclosure.

FIG. 9A depicts a simple “if” block condition example of an applicationsystem in accordance with the many embodiments of the presentdisclosure.

FIG. 9B depicts an “if/else if/else” block condition example of anapplication system in accordance with the many embodiments of thepresent disclosure.

FIG. 10A depicts a simple “loop if” pre-tested loop example of anapplication system in accordance with the many embodiments of thepresent disclosure.

FIG. 10B depicts a simple “end if” posted test loop example of anapplication system in accordance with the many embodiments of thepresent disclosure.

FIG. 10C depicts an iterator-style “for loop” example of an applicationsystem in accordance with the many embodiments of the presentdisclosure.

FIG. 10D depicts an array/list or map iterator-style “collection” loopexample of an application system in accordance with the many embodimentsof the present disclosure.

FIGS. 11A-11D depict array examples of an application system inaccordance with the many embodiments of the present disclosure.

FIGS. 12A and 12B depict variation and state examples of an applicationsystem in accordance with the many embodiments of the presentdisclosure.

FIG. 13 depicts example variation rules of an application system inaccordance with the many embodiments of the present disclosure.

FIG. 14 depicts the declarative language scene tree description of anapplication system in accordance with the many embodiments of thepresent disclosure.

FIGS. 15A and 15B depict an example of a button specified usingconditional logic of an application system in accordance with the manyembodiments of the present disclosure.

FIG. 16 depicts a scene tree description example of an SGML elementnesting example of an application system in accordance with the manyembodiments of the present disclosure.

FIG. 17 depicts an example of logic placement inside a method of anapplication system in accordance with the many embodiments of thepresent disclosure.

FIG. 18 depicts an example of how statically declared states may be usedto determine unpicked and picked visualizations of an application systemin accordance with the many embodiments of the present disclosure.

FIG. 19 depicts an avatar character example of an application system inaccordance with the many embodiments of the present disclosure.

FIG. 20 depicts an avatar morph target example of an application systemin accordance with the many embodiments of the present disclosure.

FIG. 21 depicts an avatar car interaction example of an applicationsystem in accordance with the many embodiments of the presentdisclosure.

FIG. 22 depicts an avatar gaze and direction example of an applicationsystem in accordance with the many embodiments of the presentdisclosure.

FIGS. 23A and 23B depict morph vertex animation examples of anapplication system in accordance with the many embodiments of thepresent disclosure.

FIG. 24 depicts a content density example of an application system inaccordance with the many embodiments of the present disclosure.

FIG. 25 depicts a partial hand view of a user interacting with contentin accordance with the many embodiments of the present disclosure.

FIGS. 26A and 26B depict hand centered approaches of an applicationsystem 100 in accordance with the many embodiments of the presentdisclosure.

FIGS. 27A and 27B depict examples of a user interacting with content byclosing their hands into a first in accordance with the many embodimentsof the present disclosure.

FIGS. 28A-28D depict halo fingertip detection examples of an applicationsystem in accordance with the many embodiments of the presentdisclosure.

FIGS. 29A and 29B depict halo fingertip detection examples of anapplication system in accordance with the many embodiments of thepresent disclosure.

FIG. 30 depicts a system diagram of an embodiment of a system forcreating, sharing and managing digital content in accordance with themany embodiments of the present disclosure.

FIG. 31 depicts a system diagram of an embodiment of a system forcreating, sharing and managing digital content with a runtime thatshares a declarative language with a visual editing environment inaccordance with the many embodiments of the present disclosure.

FIG. 32 depicts a system diagram of an embodiment of a system forcreating, sharing and managing digital content with a gaming enginecapability in accordance with the many embodiments of the presentdisclosure.

FIG. 33 depicts a system diagram of an embodiment of a system forcreating, sharing and managing digital content with a plurality ofruntimes that share a domain-specific declarative language with a visualediting environment in accordance with the many embodiments of thepresent disclosure.

FIG. 34 depicts a system diagram of an embodiment of a system forcreating, sharing and managing digital content that includes texturemapping and 2D-to-3D code generation in accordance with the manyembodiments of the present disclosure.

FIG. 35 depicts a flow chart of an embodiment of producing generativecontent with use of a generative kernel language in accordance with themany embodiments of the present disclosure.

FIG. 36 depicts a system diagram of an embodiment of an applicationsystem environment engine in accordance with the many embodiments of thepresent disclosure.

DETAILED DESCRIPTION

FIG. 1A depicts embodiments of an application system 100 (also referredto as a “content and development management platform” or “platform 100”in the incorporated materials) according to exemplary and non-limitingembodiments. In embodiments, the application system 100 may include anengine 102 and an editor and runtime infrastructure 104 that includesvarious associated components, services, systems, and the like forcreating and publishing content and applications 178. These may includea content and application creator 109 (referred to in some cases hereinfor simplicity of reference as the app creator 109). In embodiments, theapp creator 109 may include a visual editor 108 and other components forcreating content and applications 178 and a declarative language 140which has hierarchical properties, layout properties, static languageproperties (such as properties found in strongly typed and fullycompiled languages) and dynamic language properties (e.g., inembodiments including runtime introspection, scripting properties andother properties typically found in non-compiled languages likeJavaScript™). In embodiments, the declarative language 140 is a languagewith simple syntax but very powerful capabilities as described elsewherein this disclosure and is provided as part of a stack of components forcoding, compiling and publishing applications and content. Inembodiments the declarative language has a syntax that is configured tobe parsed linearly (i.e., without loops), such as taking the form of adirected acyclic graph. Also included is a publisher 138, which inembodiments includes a compiler 136. In embodiments, the compiler is anLLVM compiler 136. The publisher 138 may further include othercomponents for compiling and publishing content and applications.Various components of the editor and runtime infrastructure 104 may usethe same engine 102, such as by integrating directly with enginecomponents or by accessing one or more application programminginterfaces, collectively referred to herein as the engine API 114.

The application system 100 may be designed to support the development ofmedia-rich content and applications. The application system 100 isintended to have a simple architecture, while providing comprehensiveand extensible functionality.

The language used by the application system 100 may, in embodiments,have a limited degree of flexibility and few layers of abstraction,while still providing a broad and powerful set of functions to a user.In embodiments, characteristics of the application system 100 withlimited flexibility may include minimizing syntax requirements, such asby excluding case sensitivity, supporting a single way of completingtasks, without exceptions, supporting a limited number of media formats,helping keep the runtime small, sharing code and using a common languagefor editor, viewer and portal.

While an application system 100 may have a limited degree of flexibilityand few layers of abstraction, it may provide a comprehensive range ofcapabilities required to build and deploy solutions. This comprehensiverange of capabilities may be provided and performed while maintaining anintegrated and simple, i.e., straightforward, mode of operation for auser.

In embodiments, the engine 102 may include a wide range of features,components and capabilities that are typical of engines normally usedfor high performance video games, including, but not limited to, anavatar interaction and rendering engine 148 (referred to for simplicityin some cases as simply the avatar engine 148), a gaming engine 119, aphysics engine 152, a virtual reality (VR) engine 154, an augmentedreality (AR) engine 158, a machine vision engine 160, an animationengine 162, a 3D engine 164, a rich user interaction engine 168 (such asfor handling gesture, touch, and voice interaction), a geographicinformation system (GIS) way-finding and map engine 170, audio, videoand image effects engine 194, and/or e-commerce engine 182. These may bedistinct components or systems that interact with or connect to eachother and to other system components, or they may be integrated witheach other. For example, in embodiments, the animation engine 162 mayinclude capabilities for handling 3D visual effects, physics andgeometry of objects, or those elements may be handled by a separatesystem or engine.

The engine 102 may also include a browser engine 226. In embodiments,the browser engine 226 may be a lightweight JavaScript implementation ofa subset of the engine 102. The browser engine 226 may render on aper-frame basis inside a web browser, using WebGL 2.0, for example, torender without restrictions, such as restrictions that may be imposed byrendering in HTML 5.0.

In embodiments, rendering may be a two-step process. A first step mayuse asm.js, a subset of JavaScript that is designed to execute quickly,without using dynamic features of JavaScript. Asm.js may be targeted byan LLVM compiler 136 of the application system 100. This may allow anapplication of the application system 100 to be compiled in asm.js.

In a second step, a C++ engine and OS level wrappers may be created totarget web browser capabilities and also use WebGL 2.0 for rendering.This subset may significantly reduce the libraries required to render,as they may be replaced with equivalent capabilities, such as thoseprovided by a modern browser with network and sound support. The targetmay be a small set of C++ engine code, which may also be compiled by theapplication system 100, for example by the LLVM compiler 136, to targetasm.js and become the engine that applications of the application system100 may run against.

The two-step process may produce high performance, sovereignapplications rendered in WebGL that can operate inside a browser window.Because the asm.js files of application system 100 may be the same forall applications of this type, they may be cached, allowing improvedstart-up times across multiple applications of the application system100. This approach may remove the limitations caused by HTML and CSS, aswell as memory usage and rendering performance issues that areexperienced by current state-of-the-art websites.

The application system 100 may include various internal and externalcommunication facilities 184, such as using various networking andsoftware communication protocols (including network interfaces,application programming interfaces, database interfaces, searchcapabilities, and the like). The application system 100 may includetools for encryption, security, access control and the like. Theapplication system 100 may consume and use data from various datasources 172, such as from enterprise databases, such that applicationsand content provided by the system may dynamically change in response tochanges in the data sources 172. Data sources 172 may include documents,enterprise databases, media files, Internet feeds, data from devices(such as within the Internet of Things), cloud databases, and manyothers. The application system 100 may connect to and interact with andvarious cloud services 142, third party modules 146, and applications(including content and applications 178 developed with the applicationsystem 100 and other applications 150 that may provide content to orconsume content from the application system 100). Within the editor 108and language 140, and enabled by the engine 102, the application system100 may allow for control of low level device behavior, such for how anendpoint device will render or execute an application, such as providingcontrol of processor utilization 188 (e.g., CPU and or GPU utilization).The application system 100 may have one or more plug-in systems, such asa JavaScript plug-in system, for using plug-ins or taking input fromexternal systems.

The application system 100 may be used to develop content andapplications 178, such as ones that have animated, cinematic visualeffects and that reflect, such as in application behavior, dynamicchanges in the data sources 172. The content and applications 178 may bedeployed in the viewer/portal 144 that enables viewing and interaction,with a consistent user experience, upon various endpoint devices (suchas mobile phones, tablets, personal computers, and the like). Theapplication system 100 may enable creation of variations 190 of a givencontent item or application 178, such as for localization of content toa particular geographic region, customization to a particular domain,user group, or the like. Content and applications 178 (referred to forsimplicity in some cases herein as simply applications 178), includingany applicable variations 190, may be deployed in a container 174 thatcan run in the viewer and that allows them to be published, such as tothe cloud (such as through a cloud platform like Amazon Web Services™)or via any private or public app store.

A user interface 106 may provide access, such as by a developer, to thefunctionality of the various components of the application system 100,including via the visual editor 108. In embodiments, the user interface106 may be a unified interface providing access to all elements of thesystem 100, or it may comprise a set of user interfaces 106, each ofwhich provides access to one or more elements of the engine 102 andother elements of the application system 100.

In embodiments, the application system 100 may support the noveldeclarative language 140 discussed herein. The application system 100may support additional or alternative programming languages as well,including other declarative languages. A cluster of technologies aroundthe declarative language 140 may include a publisher 138 for publishingcontent and applications (such as in the container 174) and a compiler(e.g., an LLVM compiler 136). The LLVM compiler 136 may comprise one ormore libraries that may be used to construct, optimize and produceintermediate and/or binary machine code from the front-end codedeveloped using the declarative language 140. The declarative language140 may include various features, classes, objects, functions andparameters that enable simple, powerful creation of applications thatrender assets with powerful visual effects. These may includedomain-specific scripts 134, a scene tree description system 124, logic126, a file format system 128 for handling various file formats, and/oran object state information system 130 (also referred to as “state” inthis disclosure). The application system 100 may include various othercomponents, features, services, plug-ins and modules (collectivelyreferred to herein as modules 132), such as for engaging the variouscapabilities of the engine 102 or other capabilities of the applicationsystem 100. The declarative language 140 and surrounding cluster oftechnologies may connect to and operate with various application system100, such as the engine 102, third party modules 146, cloud services 142and the visual editor 108.

The visual editor 108 of the application system 100 may be designed tofacilitate rapid creation of content, optionally allowing users to drawfrom an extensive set of templates and blueprints 180 (which may bestored in the data store 172) that allow non-technical users to createsimple apps and content, much as they would create a slide show orpresentation, such as using a desktop application like Microsoft™PowerPoint™.

In embodiments, the visual editor 108 may interact with the engine 102,(e.g., via an engine application programming interface (API) 114), andmay include, connect to, or integrate with an abstraction engine 118, aruntime editor 110, a serialization engine 112, and/or a capability forcollaboration and synchronization of applications and assets in amulti-user development environment 120 (referred to for simplicity insome cases as “multi-user sync”). The multi-user sync system 120 mayoperate as part of the editor and runtime infrastructure 104 to allowsimultaneous editing by multiple users, such as through multipleinstances of the visual editor 108. In this way, multiple users maycontribute to an application coextensively and/or, as discussed below,may view a simulation of the application in real time, without a needfor compilation and deployment of the application.

In embodiments, the visual editor 108 may allow editing of code writtenin the declarative language 140 while displaying visual content thatreflects the current state of the application or content being edited116 in the user interface 106 (such as visual effects). In this way, auser can undertake coding and immediately see the effects of such codingon the same screen. This may include simultaneous viewing by multipleusers, who may see edits made by other users and see the effects createdby the edits in real time. The visual editor 108 may connect to andenable elements from cloud services 142, third party modules 146, andthe engine 102. The visual editor 108 may include an abstraction engine118, such as for handling abstraction of lower-level code tohigher-level objects and functions.

In embodiments, the visual editor 108 may provide a full 3D renderingengine for text, images, animation, maps, models and other similarcontent types. In embodiments, a full 3D rendering engine may allow auser (e.g., developer) to create, preview, and test 3D content (e.g., avirtual reality application or 3D video game) in real time. The visualeditor 108 may also decompose traditional code driven elements, whichmay comprise simplified procedural logic presented as a simple list ofactions, instead of converting them into a user interface, which maycomprise simplified conditional logic presented as a visual checklist ofexceptions called variations.

In embodiments, editing code in the declarative language 140 within thevisual editor 108 may enable capabilities of the various engines,components, features, capabilities and systems of the engine 102, suchas gaming engine features, avatar features, gestural interface features,realistic, animated behavior of objects (such as following rules ofphysics and geometry within 2D and 3D environments), AR and VR features,map-based features, and many others.

The elements of the application system 100 described in the foregoingparagraphs and the other elements described throughout this disclosuremay connect to or be integrated with each other in variousconfigurations to enable the capabilities described herein.

As noted above, the application system 100 may include a number ofelements, including the engine 102, a viewer 144 (and/or portal), anapplication creator (e.g., using the visual editor 108 and declarativelanguage 140), and various other elements, including cloud services 142.

In embodiments, the engine 102 may be a C++ engine, which may becompiled and may provide an operating system (OS) layer and corehardware accelerated functionality. The engine 102 may be bound withLLVM to provide just-in-time (JIT) compiling of a domain-specific script134. In embodiments, the LLVM compiler 136 may be configured to fullypre-compile the application to intermediate ‘bytecodes’ or to binarycode on-demand. In embodiments, the LLVM compiler 136 may be configuredto activate when a method is called and may compile bytecodes of justthis method into native machine code, where the compiling occurs“just-in-time” to run on the applicable machine. When a method has beencompiled, a machine (including a virtual machine) can call the compiledcode of the method, rather than requiring it to be interpreted. Theengine 102 may also be used as part of a tool chain along with the LLVMcompiler 136, which may avoid the need to provide extra code with afinal application.

In embodiments, the design of the underlying C++ engine of theapplication system 100 may be built around a multi-threaded game styleengine. This multi-threaded game style engine may marshal resources,cache media and data, manage textures, and handle sound, networktraffic, animation features, physics for moving objects and shaders.

At the center of these processes may be a high performance shared scenetree. Such a scene tree is non-trivial, such as for multi-threading, andit may be serialized into the language of the application system 100.Doing this may allow the scene tree to act as an object with propertiesand actions associated with events. There may then be modular layers formanaging shared implementation information in C++, as well asplatform-specific implementations for these objects in the appropriatelanguage, such as objective C or Java and also allowing binding to theappropriate API's or SDK's or Libraries.

As well as serializing the project in the application system format, itmay also be possible to export a scene tree as JSON or in a binaryformat. Additionally, only a subset of the full application systemlanguage may be required for the editor 108 and viewer/portal 144. Sucha subset may support objects/components, properties, states and lists ofmethod calls against events. The subset may also be suitable forexporting to JSON. The scene tree may also be provided as a low levelbinary format, which may explicitly define the structures, data types,and/or lengths of variable length data, of all records and valueswritten out. This may provide extremely fast loading and saving, asthere is no parsing phase at all. The ability to serialize to otherformats may also make it more efficient for porting data to otheroperating systems and software containers, such as the Java VirtualMachine and Runtime (JVM) or an asm.js framework inside a WebGL capablebrowser.

In many cases the application system 100 may not have direct access todevice hardware for devices running other operating systems or softwarecontainers, so various things may be unknown to the application system100. For example, the application system 100 may not know what librariesare present on the devices, what filtering is used for rendering quads,what font rasterizer is used, and the like. However, the system'sability to produce or work with “compatible” viewers, which may existinside another technology stack (e.g., in the Java runtime or a modernweb browser), may allow users to experience the same project producedusing the application system 100 on an alternative software platform ofchoice. This may also provide a developer of the viewer the sameopportunity to build in similar game engine-style optimizations that maytake effect under the hood, as may be possible within the applicationsystem 100 itself.

The viewer 144 (also referred to as a “portal” or “viewer/editor/portal”in this disclosure) may integrate with or be a companion application toa main content and application creator 109, such as one having thevisual editor 108. The viewer 144 may be able to view applicationscreated without the need to edit them. The ability to load theseapplications without the need for binary compilation (e.g., by LLVM) mayallow applications to run with data supplied to them. For example,objects may be serialized into memory, and built-in functions, alongwith any included JavaScript functions, may be triggered.

The app creator 109, also referred to in some cases as the visual editor108 in this disclosure, may be built using the engine 102 of theapplication system 100 and may enable editing in the declarativelanguage 140. FIGS. 2A-2C depict screenshots of an editor. An appcreator may allow a user to take advantage of the power of anapplication system 100 engine 102.

The various editors of the application system 100 may allow a user toeffectively edit live application system 100 objects inside of a sandbox(e.g., a contained environment). In embodiments, the editors (e.g.,runtime editor 110 and/or visual editor 108) may take advantage of theapplication system 100 ability to be reflective and serialize objects toand from the sandbox. This may have huge benefits for simplicity and mayallow users to experience the same behavior within the editor as they dowhen a project (e.g., an application) deploys because the same engine102 hosts the editors, along with the project being developed 108 andthe publisher 138 of the editor and runtime infrastructure 104.

In embodiments, the application system 100 may exploit several importantconcepts to make the process of development much easier and to move thepartition where writing code would normally be required.

The application system 100 may provide a full layout with a powerfulembedded animation system, which may have unique properties. Theapplication system 100 may decompose traditional code driven elementsusing simple linear action sequences (simplified procedural logic), withthe variations system 190 to create variations of an application 178,optionally using a visual checklist of exceptions (simplifiedconditional logic), and the like.

In embodiments, the application system 100 may break the creation oflarge applications into projects. Projects may include pages,components, actions and feeds. Pages may hold components. Components maybe visual building blocks of a layout. Actions may be procedural logiccommands which may be associated with component events. Feeds may befeeds of data associated with component properties. Projects may beextended by developers with JavaScript plugins. This may allow thirdparty modules or plugins 146 to have access to all the power of theengine. The engine 102 may perform most of the compute-intensiveprocessing, while JavaScript may be used to configure the behavior ofthe engine.

In embodiments, the cloud services 142 of the application system 100 maybe a series of important server side elements including the compilerwall (which builds final binaries), file versioning (such as using anAPI similar to what is used with simplified, basic cloud storagesystems, such as the Simple Storage Service (S3™) from Amazon™),analytics capture and display, content editing and distribution, projectdistribution, a real-time communications hub and other relatedserver-side elements. As depicted in FIG. 1B, a cloud servicesarchitecture 142 may include a server kit software appliance or serverkit 186. The server kit 186 may be a software appliance that may beinstalled on the cloud services architecture 142 of a client, such as aMicrosoft Azure™ or Amazon AWS™ cloud services architecture 142, to aidin creating a turnkey secure and scalable backend REST and Real TimeAPIs. The server kit 186 may allow mobile apps or web apps to connect torequired enterprise IT infrastructure elements, represented by contentand applications 178 in FIG. 1B, in a secure and system agnostic manner.The server kit 186 may be configured without coding, such as using a webGUI that may edit a configuration file.

The server kit 186 may be provisioned or installed from amarketplace/store associated with the selected cloud servicesarchitecture and may connect to applications 150 of the applicationsystem 100. In embodiments, the server kit 186 may provide a web consolethat may allow the configuration of various different connections andsettings. In embodiments, all aspects of configuration may be datadriven. A configuration may include multiple aggregate options toacquire user data.

For users and groups of users, it may possible to set the access rightsto heterogeneous assets, such as database views, REST calls, files andfolders, that may then be inside the client firewalled environment, suchas for providing security. These assets may be set up as liveconnections, or they may be polled with a nominated frequency. Theserver kit 186 may also include the ability to redirect to cachedatabase read views, REST responses and files, such as to reduce load oninternal systems and improve download performance through the Internet'sexisting proxy architecture. When assets are added or updated, allapplications connected may be updated using live broadcast.

In embodiments, a server kit 186 may provide a simple workflow systemthat may enable chaining incoming requests and one or multiple serverside processes, to one or multiple heterogeneous systems. A workflowsystem may keep all applications connected updated of changes in stateusing a live broadcast. Workflow nodes may use basic configurable logicor custom JS.

In embodiments, a server kit 186 may provide a high performance, securebackend API for web and native applications. A server kit 186 mayprovide this by using caching where possible, broadcasts and responsesto real time events from many different underlying enterprise systemsand resources that may not need to be aware of each other. Inembodiments, a server kit 186 may provide a securely managed, flexible &loosely coupled layer on top of an enterprise ecosystem. The server kit186 may expose only the elements required and only to authorized appsand authorized users of those apps.

As depicted in FIG. 1C, an example server kit 186 may form a combinationof core capabilities, as well as some underlying features within itsmodules that make the overall capability possible. The configuration ofthe server kit 186 may be data driven. It may only be when a userdetermines a need for more capability that the user may use eitherJavaScript or may specify a REST hook to override the provided systemsfor a workflow rule or a data transformation. In embodiments, the serverkit 186 may include a data transformation capability 188. The datatransformation capability 188 may include REST data ingestion capability190. The REST data ingestion capability 190 may use XLST for XML, andJSONT for incoming JSON data, to transform the data for storage andfuture use or custom transformation specified as JS nodes.

In embodiments, a server kit 186 may include a data export capability.The data export capability may include, for example, structuredtemplating, free-flow text templating (in HTML for example), and visualtemplating (e.g., for PDF, PNG and JPG), and may be provided to renderout assets from data. Fully custom rules may be provided with JS nodes.

In embodiments, a server kit 186 may include support for clonability.Importantly, the server kit 186 and its related data-structures may beconfigured to be able to be cloned. The server kit 186 and its relateddata-structures may be cloned without requiring data duplication on theenterprise side. However, items inside an appliance and nominated edgecache may end up the same when requested.

In embodiments, a server kit 186 may include support for cascadedinserts. Cascaded inserts may support a cascading view 192, which may bea single compressed view submission, to populate both a header recordand parameterize sub-queries in a cascade, to populate child record.

A task-based workflow for an application system 100 may hold lists ofitems as it proceeds through the execution of each task. Items in theselists may include the state of each item, the user who owns each item,the basic rules that determine changing state and the actions performedwhen that rule is triggered. All of these items may be configurable in aWeb GUI of an application system 100 without coding, while alsoincluding support for custom rules to make external REST calls or runsupplied JS functions, which may be processed by JS rule 194. Inembodiments, the server kit 186 may trigger workflows based on serveralerts. Workflows may be triggered and managed using a workflow system198.

In embodiments, a server kit 186 may include configuration plugins. Theadministrator of the server kit 186 may activate a plugin that mayprovide a default configuration along with a schema file provided by adeveloper. The default configuration may then configure the nominatedschema on, for example, the SQL system chosen by an administrator,including data that was initially specified.

In embodiments, a server kit 186 may issue and revoke tokens forapplications 150 and see analytics 196 on application usage andtransaction logs. Applications 150 may be web and native applications.

In embodiments, a server kit 186 may include users 198 and assign rights200 and roles 202 to users 198. Rights 200 and roles 202 may includeaccess to REST calls, DSTORE functions and the like. Tasks may beassigned a user and state.

In embodiments, a server kit 186 may also support the ability totransform data using JSONT, cascading inserts, pivot table queries andmail merge. In exemplary and non-limiting embodiments, the server kit186 may support mail merge using a PHP library to generate HTML code.

In embodiments, a server kit 186 may also include pre-calculated datacaching. Pre-calculated data caching may include transformation optionsfor preferred formats such as xml, j son and the like. In embodiments,pre-calculated data caching may create schemas. Pre-calculated datacaching may create schemas when cloning. In embodiments, pre-calculateddata caching may include support for user profile configuration,informing a dashboard about schemas and tools to create a schema andmodify it on a dashboard. In embodiments, pre-calculated data cachingmay include a CRUD editor for tables in a data store. In embodiments, adstore subsystem may provide securely managed views into SQL databases,a reduction in the number of round trip calls normally required for bulkinserts, compressed queries, and powerful tools for cascadingparameterized insertion, in addition to traditional deletion methods. Inembodiments, dstore queries may be exposed to feeds. A CRUD editor maybe a templated CRUD editor that may use available queries. Queries maybe auto-suggested based on tables. Pre-calculated data caching may autocreate JavaScript snippets to use in a project for retrieving data, foran application system front-end as well as other systems, such as PHP,website JS, and C# for .NET systems.

In embodiments, a server kit 186 may include a scaling and loadbalancing capability. The scaling and load balancing capability mayrequest a layer be managed independently of actual instances of theserver kit 186. The scaling and load balancing capability may manage adatabase layer provided by a third party and maintain a synchronizedoverall list of files on a third-party system, such as an Amazon S3™bucket, filename or uploader.

The application system 100 may manage server kit 186 configurationversioning, as well as server kit 186 test and productionconfigurations. In exemplary and non-limiting embodiments, server kit186 test and production configurations may change views from test toproduction database systems.

A detailed example of a server kit 186 is provided in further detailbelow in Appendix B.

The engine 102 may provide an ability to both exploit the benefits ofspecific devices and provide an abstraction layer above both thehardware and differences among operating systems, including MS Windows,OX, iOS, Android and Linux operating systems.

The editor(s), viewers 144, and cloud services 142 may provide a fulllayout, design, deployment system, component framework, JS extension APIand debugging system. Added to this the turnkey cloud middleware mayprevent users from having to deal with hundreds of separate tools andlibraries traditionally required to build complex applications. This mayresult in a very large reduction in time, learning, communication andcost to the user.

Unique to an application system 100 described in these exemplary andnon-limiting embodiments, projects published using the applicationsystem 100 may be delivered in real time to devices with the viewers144, including the preview viewer and portal viewer. This may makeavailable totally new use cases, such as daily updates, where compilingand submitting an app store daily would not be feasible using currentlyavailable systems.

One aspect of the underlying engine architecture is that the applicationsystem 100 may easily be extended to support new hardware and softwareparadigms. It may also provide a simple model to stub devices that donot support these elements. For example, a smartphone does not have amouse, but the pointer system could be driven by touch, mouse or gesturein this example. As a result, a user (e.g., developer) may rely on apointer abstraction. In some scenarios, the pointer abstraction may workeverywhere. In other scenarios, the abstraction may only work whenrequired, using the underlying implementation, which may only work onspecific devices.

The engine framework may be designed to operate online and offline,while also supporting the transition between states, for example byusing caching, syncing and delayed updates.

The engine 102 may provide a choreography layer. A choreography layermay allow custom JavaScript (JS) code to be used to create centralelements in the editor, including custom components, custom feeds, andcustom actions. In some implementations, JavaScript may be a performancebottleneck, but this choreography approach means JS may be used torequest the engine to download files, perform animations, and transformdata and images. Because the engine 102 may handle a majority of theprocessing, the engine 102 may apply all of the platform-specific code,which is able to best exploit each device and manage low levelresources, without requiring user involvement.

In embodiments, a domain-specific declarative language of theapplication system 100 may be important for internal applicationrequirements. The domain-specific declarative language 140 may be usedto develop the shared code for the editor, preview and portalapplications. These applications may be fully-compiled with LLVM.

In embodiments, the visual editor 108 may be configured to alsoserialize code for the application system 100. Serializing content codemay allow users to actually edit and load user projects into the engine102 at runtime. In embodiments, serialization may refer to the processof translating data structures, objects, and/or content code into aformat that can be stored (e.g., in a file or memory buffer file) ortransmitted (e.g., across a network) and reconstructed later (possiblyin a different computer environment). In embodiments, the ability of thedomain-specific code to be both a statically compiled language and adynamic style language capable of being modified at runtime enables theengine 102 to allow users to edit and load user projects at runtime.

In embodiments, the domain-specific language 140 may contain the‘physical hierarchical’ information on how visual elements aregeometrically nested, scaled and rotated, essentially describing a‘scene tree’ and extending to another unique feature of the language,which is explicit state information. Explicit state information maydeclare different properties or method overrides, based on differentstates. Doing this is an example of how an application system 100 may beable to formalize what current state-of-the-art systems would formalizeusing IF-style constructs to implement and process conditional logic.

In embodiments, underlying rendering may be performed using a full 3Dstack, allowing rendering to be easily pushed into stereo for supportingAR and VR displays.

In embodiments, debugging the state of the engine 102, its objects andtheir properties, as well as the details of the JavaScript execution,may be done via the network. This may allow a user of the visual editor108 to debug sessions in the visual editor 108 or on devices running aviewer.

The networking stack, in conjunction with a server for handshaking, mayallow the visual editor 108 to be run in multiuser mode, with multipleusers (e.g., developers) contributing live edits to the same projects onthe application system 100. Each edit may be broadcast to all userdevices and synchronized across the user devices.

In embodiments, “copy and paste” may utilize the ability to serializecode for the application system 100. This may provide a user with theability to simply select and copy an item (e.g., an image, video, text,animation, GUI element, or the like) in the visual editor 108 and pastethat content into a different project. A user may also share theclipboard contents with another user, who can then paste the contentinto their own project. Because the clipboard may contain a comment onthe first line containing the version number, it would not corrupt theproject the content is being pasted into. The line may also have theproject ID, allowing resources like images, that may be required, forexample by being specified in a property, may actually be downloaded andadded into a target project.

Applications may have the same optical result on any system, as thegraphical rendering may be controlled down to low level OpenGL commandsand font rasterization. This may allow designers to rely solely on theresults of live editing on their computer, even when a smartphone deviceprofile is selected. This unified rendering may provide a shared effectssystem. This may allow GPU shaders, such as vertex and pixel shaders, tobe applied to any object or group of objects in a scene tree. This mayallow tasks like realtime parameterized clipping, color correction,applying lighting, and/or transformation/distortions to be executed. Asa result, users may rely on the environment to treat all media, GUIelements and even navigation elements like a toolbar, with the sameprocesses. It is noted that in embodiments, the system 100 may implementa graphics API that may support various operating systems. For example,the graphics API may provide DirectX support on Windows and/or Vulkansupport for Android, iOS and/or Windows.

In embodiments, the application system 100 may enable users to createcontent based on functional, gestural and cinematic interactions.Functional content may be functionality delivered with a minimum offeatures. Gestural content may utilize minimal interfaces, physics anddirect manipulation. Cinematic content may utilize playful interactiondesign, art design, sound design and effects.

Functional content may be the backbone of content created by a user.Implementing functional content may require a balance between designingan experience that delivers the key functionality without weighing auser down in options, learning, terms, menus, dialogs or steps.

Gestural content may focus on providing a great experience the firsttime, and each time thereafter. Gestural content may be a contrast totiny atomic graphical user interfaces (GUI's), which may incorporatemany, many small buttons and menus. Gestural content may focus onproviding broad simple motions, while being agnostic to the inputdevices being used. A gestural content interface may preferably becharacterized by low complexity, clarity of purpose, broad ranges ofinput types and clear feedback.

Achieving a cinematic application may include high quality graphics andpresentation elements, providing animation (such as on completion ofactions), and/or providing a clear state and flow for the userexperience. The purpose of cinematic content may be to enable a user toknow what the user is doing and where the user is within a flow ofactivity, such as following a narrative or following a process through aseries of steps to a conclusion.

Content created by the application system 100 may achieve thesecharacteristics when a user can start an application for the first time,understand its purpose and intuitively use it. The created contentshould feel natural, clearly illustrate actions that the user initiates,and look and sound appealing to an intended user.

As depicted in FIG. 3, the continuum of interaction for natural userinterface (NUI) interaction is very large. NUI describes a range ofphilosophies that center on making the user interface intuitive, so thatlittle or no explicit thought is required for the user to undertakeactions. NUI interfaces can be used with any suitable input devices,including, but not limited to, keyboards, mice, touchpads, multi-touchsensors, near touch sensors, voice interfaces, pens, gaze trackers, and3D input mechanisms. The use of machine learning, machine vision, speechprocessing, big data queries and natural language processing, are allpart of making these inputs seem to be more natural as the applicationsystem 100 can increasingly take more types of ‘human’ input.

The application system 100 may enable a user to access the continuum ofNUI interaction and include it in the created content. For example,achieving the goal of gestural software may require the incorporation ofbroad motions, minimal interfaces, tactile interfaces, ergonomics,performance, state, actions, consistency, rich actions and worlds. Broadmotions are important and may mean users should be able to use softwareby sweeping or touching with a mouse, hand, pen or finger. They shouldnot be required to find and locate very small parts of the screen.Double clicks and right clicks are for shortcuts or accelerators only,not for core functions.

Minimal interfaces may have a small number of elements and may present aclear purpose. Generally, this may mean when designing a layout to bereductive, reducing the number of individual elements may be necessary.

To allow for such applications, which still present very rich content,use of compound elements may be implemented. While these may exist asonly one element on a layout, compound elements may contain manyhomogeneous content items which behave the same. An example of acompound element may be a grid or glass shelf containing many albumcovers. In terms of interaction with a compound object, these usuallysupport more content than is visible at first glance, often supportingnavigation through scrolling, panning, or zooming. This means theindividual items within the compound element may be limited to beingable to be selected, preventing them from conflicting with anynavigation.

Tactile interfaces may provide an important mental connection to thephysical world for users. In embodiments, the application system 100 mayprovide ways to improve the ability of applications being developed withthe application system 100 to be more tactile, such as directmanipulation, physics of momentum, friction and elasticity, envelopingand the like. Direct manipulation may provide a user with a direct,rather than abstract, interface. Examples of direct manipulation mayinclude allowing users to use two fingers to resize and rotate elements,multi-finger crumple gestures, dragging, pointing, clicking, and thelike.

Physics of momentum, friction and elasticity may be enabled in thephysics engine 152 of the engine 102, such as to allow elements in anapplication to slide, bounce, roll, accelerate/decelerate, collide,etc., in the way users are used to seeing in the natural world(including representing apparent three-dimensional movement within aframe of reference despite the 2D nature of a screen).

Enveloping features may be provided, such as modulating an action basedon a variable input such as pressure/angle of a pen input or theproximity/area of a finger. This may result in natural effects like linethickness while drawing or the volume of a virtual piano key. This mayadd significant richness to user interactions.

Ergonomics may also be important to applications being approachable.Similar to the process of designing physical products, the layout, sizeand interaction of elements/controls may be configured for ergonomicfactors. With respect to ergonomic factors, each type of input sensor(including virtual inputs such as voice) that a user (e.g., developer)may choose to enable may have different trade-offs and limitations withthe human body and the environment where the interaction occurs in. Forexample, requiring people to hold their arms up on a large wall mountedtouch screen may cause fatigue. Requiring a user of a smartphone to pickout small areas on the screen can be frustrating and putting the savebutton right next to the new button may increase user frustration.Testing with external users can be very valuable. Testing internally isalso important. It is even better when quality assurance, developers,designers and artists of content can be users of the content.

A big challenge in ergonomics is the increasing layout challenges ofdifferent resolutions and aspect ratios on smartphones, tablets,notebooks, desktops and consoles. It is a significant task to manage thelaying out of content so that it is easily consumed and to make theinterface handle these changes gracefully. A snap and reflow systemalong with content scaling, which can respond to physical displaydimensions, is a critical tool. It may allow suitable designer controlto make specific adjustments as required for the wide variety of devicesnow available.

In embodiments, the application system 100 may support performance of 60fps frame rate and Ofps idle frame rate. Content created by theapplication system 100 may enable fast and smooth performance whennecessary and reduce performance and device resource consumption whenpossible.

Input, display, file, audio, network and memory latency are typicallypresent. In embodiments, the application system 100 may be configured tounderstand and minimize these limitations within the engine 102 as muchas possible, then to develop guidelines for app developers whereperformance gains can be made, such as within a database, image handlingand http processing. Performance gains within a database may include usetransaction and use in memory mode for inner loops, and streaming imagesand providing levels of detail within image handling. HTTP processingperformance gains may include using asynchronous processing modes andshowing users a progress indicator.

Among other features, the declarative language 140 may includecapabilities for handling parameters relating to states 130, choices,and actions. In many applications, state 130 is an important parameterto communicate in some way to users. For example, in an application forpainting, a relevant state 130 might be that a pen is selected with aclear highlight, and the state 130 may also include where the pen is inplace. A choice may be presented to a user so that content created bythe application system 100 may be required to refocus the user on theforeground and drop out the background. By making state 130, and theresulting choices or action options clear, intended users may findapplications developed by the application system 100 more intuitive andless frustrating.

Actions are often how a user accomplishes tasks within applications. Itmay be important to show users these actions have been performed withdirect feedback. This might include animating photos into a slideshowwhen a user moves them, having a photo disappear into particles when itis deleted, animation of photos going into a cloud when uploaded and thelike. Making actions clear as to their behavior and their success makesusers much more comfortable with an application. In embodiments, the aimis to make this action feedback fun rather than annoying and not to slowdown the user. The declarative language 140 may be designed to allow adeveloper to provide users with clear definitions of actions andaccompanying states 130.

Consistency is important for many applications. The application system100 may make it easier for developers to share metaphors and componentsacross families of applications. The application system 100 may providea consistent mental model for developers and the intended users of theirapplications 178. For example, when a user reaches out and touchesscreen content created by an application system 100, the content ispreferably configured to act as a user expects it to act.

Rich content is often appealing. The application system 100 may bringcontent created by or for an enterprise, third party content, and usercontent to the front and center. Examples may include full screen viewsof family videos, large thumbnails when browsing through files, movietrailer posters filling the screen, and the like.

Worlds are an important part of the human brain. Users may rememberwhere their street is, where their home is, and where their room is.Thus, in embodiments, the application system 100 may be configured torender virtual 3D spaces where a user may navigate the virtual space.This does not necessarily imply that the application system 100 mayrender big villages to navigate. In embodiments, 2D planes may still beviewed as the favored interaction model with a 2D screen, and even in a3D virtual world. In embodiments, the application system 100 may enable2D workspaces to be laid out in a 3D space allowing transitions to beused to help the user build a mental model of where they are in theoverall space. For example, as a user selects a sub folder, a previousfolder animates past the camera and the user appears to drop one leveldeeper into the hierarchy. Then pressing up a level will animate back.This provides users with a strong mental model to understand they aregoing in and out of a file system.

The engine 102 of the application system 100 may draw on a range ofprograms, services, stacks, applications, libraries, and the like,collectively referred to herein as the third-party modules 146.Third-party modules 146 may include various high quality open librariesand/or specialized stacks for specific capabilities that enhance orenable content of applications 178, such as for scene managementfeatures, machine vision features, and other areas. In embodiments,without limitation, open libraries that can be used within, accessed by,or integrated with the application system 100 (such as throughapplication programming interfaces, connectors, calls, and the like) mayinclude, but are not limited to, the following sources:

-   -   Clipper: Angus Johnson, A generic solution to polygon clipping    -   Comptr: Microsoft Corporation    -   Exif: A simple ISO C++ library to parse JPEG data    -   hmac_sha1: Aaron D. Gifford, security hash    -   lodepng: Lode Vandevenne    -   md5: Alexander Peslyak    -   sha: Aaron D. Gifford    -   targa: Kuzma Shapran, TGA encoder/decoder    -   tracer: René Nyffenegger    -   utf8: text encoding, Nemanj a Trifunovic    -   xxhash: fast hash, Yann Collet    -   assimp: 3D model loader, assimp team    -   Poly2Tri: convert arbitrary polygons to triangles, google    -   box2d: 2D physics, Erin Catto    -   bullet: 3D physics, Erwin Coumans    -   bzlib: compression, Julian R Seward    -   c-ares: async DNS resolver, MIT    -   curl: network library, Daniel Stenberg    -   freetype: font rendering library    -   hss: Hekkus Sound System, licensed    -   libjpeg: jpeg group    -   j son: cpp-json    -   litehtml: htm15 & css3 parser, Yuri Kobets    -   openssl: openssl group    -   rapidj son: Milo Yip    -   rapidxml: Marcin Kalicinski    -   sgitess: tesselator, sgi graphics    -   spine runtime: Esoteric Software    -   sqlite: sql database engine    -   uriparser: Weijia Song & Sebastian Pipping    -   zlib: compression, Jean-loup Gailly and Mark Adler    -   zxing: 1D and 2D code generation & decoding    -   compiler_rt: LLVM compiler runtime    -   glew: OpenGL helper    -   gmock: testing, Google    -   googlemaps: OpenGL mapview, Google    -   gson: Java serialization library, Google    -   msinttypes: compliant ISO number types, Microsoft    -   plcrashreporter: crash reporter, plausible labs    -   realsense: realsense libraries, Intel    -   Eigen lib: linear algebra: matrices, vectors, numerical solvers    -   Boost: ADT's    -   Dukluv & Duktape: JavaScript runtime    -   Dyncall: Daniel Adler (we use this for dynamic function call        dispatch mechanisms, closure implementations and to bridge        different programming languages)    -   libffi: Foreign Function Interface (call any function specified        by a call interface description at run-time), Anthony Green, Red        Hat    -   llvm: re-targetable compiler    -   lua, lpeg, libuv: Lua options as alternative to JavaScript    -   dx11effect: helper for directx    -   fast_atof: parse float from a string quickly.        In embodiments, the engine 102 may be designed to allow        libraries and operating system level capabilities to be added        thereto.

FIG. 4 depicts a basic architecture of a project built by a content andapplication creator 109 of the application system 100. A project builtby the content and application creator 109 may use the capabilities ofeditor 108, the publisher 138, the language 140, and the engine 102 tocreate one or more items of content and applications 178. The projectmay access various creative assets 402, such as content of anenterprise, such as documents, websites, images, audio, video,characters, logos, maps, photographs, animated elements, marks, brands,music, and the like. The project may also include one or more scripts404.

The application system 100 may be configured to load, play, and render awide range of creative assets 402. Most common formats of creativecontent (e.g., images, audio, and video content) may be supported by theapplication system 100. The application system 100 may also includesupport for various fonts, 3D content, animation and Unicode text, etc.Support of these creative assets 402 may allow the application system100 to support the creative efforts of designers to create the most richand interactive applications possible.

The script 404 may be implemented in a language for describing objectsand logic 126. The language may be designed with a straightforwardsyntax and object-oriented features for lightweight reuse of objects.This may allow the application system 100 to require relatively fewkeywords, and for the syntax to follow standard patterns. For example, adeclare pattern may be: [keyword] [type] [name]. This pattern may beused to declare visible objects, abstract classes, properties or localvariables such as:

-   -   instance image my_image    -   end    -   define image my_imageclass    -   end    -   property int my_propint=5    -   int my_localint=5

The language 140 may be kept very simple for a user to master, such aswith very few keywords. In embodiments, the language 140 may be fewerthan thirty, fewer than twenty, fewer than 15, fewer than 12, or fewerthan 10 keywords. In a specific example, the language 140 may use elevencore keywords, such as:

-   -   Instance    -   Define    -   If    -   Loop    -   Method    -   Raise    -   Property    -   End (ends all blocks)    -   In (for time based method calls, or assignments)    -   Tween (used for time based assignments which will be animated)    -   State

In embodiments, the language 140 uses one or more subsets, combinationsor permutations of keywords selected from among the above-mentionedkeywords. An object-oriented syntax may allow for very simpleencapsulation of composite objects with custom methods and events toallow for lightweight reuse.

Base objects and composite objects built from base objects may supportdeclarative programming. Support of declarative programming may allowother users, who may be using the GUI, to create functional visualprograms by creating instances of a developer's objects, settingproperties, and binding logic to events involving the objects.

In embodiments, the language may be strongly typed and may allowcoercion.

In embodiments, the engine 102 may be or be accessed by or made part ofthe editor and runtime infrastructure 104, to which the language 140 isbound. The engine 102 may support the creation and management of visualobjects and simulation, temporal assignments, animation, media andphysics.

In embodiments, the engine 102 may include a rich object model and mayinclude the capability of handling a wide range of object types, suchas:

-   -   Image    -   Video    -   Database    -   http    -   http server    -   Sound    -   3D    -   Shapes    -   Text    -   Web    -   I/O    -   Timer    -   Webcam

In embodiments, the application system 100 may provide a consistent userexperience across any type of device that enables applications, such asmobile applications and other applications with visual elements, amongothers. Device types may include iOS™ Windows™, and Android™ devices, aswell as Windows™, Mac™ and Linux™ personal computers (PCs).

In embodiments, the engine 102 may include an engine network layer 192.The engine network layer 192 may include or support various networkingprotocols and capabilities, such as, without limitation, an HTTP/S layerand support secure socket connections, serial connections, Bluetoothconnections, long polling HTTP and the like.

Through the multi-user sync capability 120, the application system 100may support a multi-user infrastructure that may allow a developer oreditor to edit a scene tree simultaneously with other users of theeditor 108 and the editor and runtime infrastructure 104, yet allrendered simulations will look the same, as they share the same engine102. In embodiments, a “scene tree” (also sometimes called a “scenegraph”) may refer to a hierarchical map of objects and theirrelationships, properties, and behaviors in an instantiation. A “visiblescene tree” may refer to a representation of objects, and theirrelationships, properties, and behaviors, in a corresponding scene tree,that are simultaneously visible in a display. An “interactive scenetree” may refer to a representation of objects, and their relationships,properties, and behaviors, in a corresponding scene tree, that aresimultaneously available for user interaction in a display.

In embodiments, code may be serialized, such as by a serializationengine 112. Serializing code may allow a user to create an applicationin the visual editor 108, save it, and make changes on the drive of theuser, and the change may appear in the visual editor 108, or a runtimeeditor 110. Assets, such as maps, models, scripts, videos and fonts maybe synchronized up to a bucket within the cloud associated with a serverin a cloud services 142, such as an S3™ bucket. Modifications may bedate stamped against the user who has made them. Modifications may bestored in an undo/commit history of a user, so the application system100 can rollback changes or deal with versions specific to an individualuser.

In embodiments, a frontend may use a real time network system, such asthe COMET™ long polling system or a peer-to-peer socket connection, tosupport synchronization, to tell other computers that a change hashappened on the server, which is then pushed down. If not synching withthe server, then the network may send a compressed change down to alocal machine. This may allow an application system 100 to work in apropagation mode or a local change mode. In embodiments, a peer-to-peersocket connection or a Raknet (gaming) layer may support faster,real-time synchronization.

In embodiments, the application system 100 may include an engine UI 106.The engine UI 106 may be built on top of the engine 102 and may providean interface to the engine 102, the editor 108, the runtimeinfrastructure 104, and the like, as well as to individual componentsthereof. The engine UI 106 and visual editor 108 can, therefore, takeadvantage of all features of the engine. An application may be createdin the visual editor 108 and may be hosted by the engine 102. Inembodiments, the editor UI 106 may also run on the same engine 102 atthe same time. This may be supported by introspective and containercapabilities of the application system 100. This capability of theapplication system 100 may take advantage of an abstraction layer or theabstraction engine 118, such as for rendering abstractions of visualprimitives and for input abstractions of any type of user input.

In embodiments, abstraction may take place over networking and may be animportant requirement for simplifying the challenges users may face whencreating mobile experiences. In embodiments, the application system 100may provide simple, object-oriented wrappers for basic lower-levelprotocols such as http, sockets, serial, MIDI and Bluetooth to addressthe need for simplifying the challenges developers may face whencreating mobile experiences. In embodiments, the application system 100may also provide higher-level abstractions that may allow users to avoidhaving to interact with these lower-level protocols. The higher-levelabstractions may remove the user from even having to understand whichprotocols are being used and why.

Examples of the kinds of critical high-level network behavior providedby an application system 100 may include syncing resources and assets;real-time sending and receiving of custom message; enumerating availabledata feeds and API services; high performance edge caching of data; andcompressing data and assets so that networking speed is increased. Inembodiments, the engine 102 may embody capabilities of a powerful gameengine, which may provide cross-platform abstraction to enablingrendering of highly visual, animated applications, rather than justgames. Abstraction and game engine capabilities may be tuned for therendering of applications using, for example, the visual editor 108.

An editor and runtime infrastructure 104 may support the visual editor108 and may provide the ability to have multi-user execution andserialization (rather than compilation) of applications. This capabilitymeans that the application system's declarative description of anapp/project may be shared and synchronized between different users ofthe visual editor 108 and the engine 102. The engine 102 may support notjust the reflective and introspective capabilities to make thispossible, but the engine 102 may also support suitable object, networkand file properties to make synchronization efficient.

The engine user interface 106 may support a UI layer and may provide anability to create a common set of GUI elements, which may subclass thebasic graphical primitives implemented by the engine 102. These GUIelements may also include all the behavior and uses of an abstractionlayer of an engine for allowing handling of various input types. Inputtypes may include touch, stylus, keyboard, mouse, gesture, voice and thelike.

The application system 100 may support the declarative programminglanguage 140, referred to herein in the alternative in some cases as thedynamic language or the declarative language. The declarative language140 may include objects that may form the skeleton of declarativeprograms. A developer may create instances of the different classes ofobjects to form a visual basis of a document, an application, or othercontent. The developer can then set the properties of these objects toadjust the appearance or behavior of the objects in the document,application, or other content. The declarative programming language 140may include objects, classes, properties and methods. Objects may bediscrete bundles of components, often relating to a visual element (abutton) or an abstract real world analogy (a customer). A keyword“INSTANCE” may be used to create an instance of a class, otherwise knownas an object. A class may define a new type of object. A keyword“DEFINE” may be used to create a sub-class which may be based on anexisting class. A property may be an attribute of an object representedby a value, which has one of the types defined for the applicationsystem 100. A method may be one or more actions that may be performed onan object. Such a method may take parameters (like a function) to helpdescribe what the method should do. A method may contain code and mayreturn values.

A class may raise an event, which may trigger a method in an instance ofthe class. A code may be an ordered list of instructions. A code may beperformed (e.g., executed). A code may modify objects or propertiesand/or may call methods. Objects may be ‘nested’ into hierarchies. Forexample, a button may be placed inside a panel. As a result, visualproperties such as position and scale may be inherited from the panel.When the panel is moved, the child button may move with it. Objects mayinclude methods. Methods may contain code, which may perform operations.Methods may also bind to events, which may be raised by users. Anexample event may be a user clicking a mouse. In response to such anevent, a method may perform a function tied to the event, as defined bythe code.

The declarative programming language 140 may include sub-classing.Sub-classing may include creating a sub-class from a parent class. Thisis also referred to as a new class ‘inheriting’ from its parent class.This may be used to create new and more complex classes from theoriginal object model, for example. New programmer-created classes maybe used in the language 140 and may define custom properties, methods,and events.

A script 404 of the application system 100 may be made in declarativelanguage. The declarative language 140 may allow a user to define thelayout of the hierarchy of objects and their properties that the userwants the engine 102 to create. The declarative language 140 may includean instance. As depicted in FIG. 5, an instance may make an object ofclass image, which may make an actual instance of an apple graphic.

An instance may be a nested instance. As depicted in FIG. 6, a nestedinstance may make an object of class image, which may make anotherinstance inside it. In the example of FIG. 6, an object of class imagecorresponding to a worm is nested in the object definition of a classimage corresponding to an apple.

In embodiments, the declarative language may include a “define”function. A define function may allow a user to define a new sub-classof image, which may not create an actual object. FIG. 7B depicts anexample of a define function.

In embodiments, the declarative language 140 may include a“define-and-raise” function. The define and raise function may bind anew class to handle a mouse-down event and, in turn, raise a customon-release event when an instance is created from this new class. FIG.7B depicts an example of a define-and-raise function. The declarativelanguage 140 may also support overriding a base method in a sub-definedclass. This allows for compile time checking of a method called in thismanner and is equivalent in most cases to using raise. Raise still hasthe benefit of finding a method when called on an unknown class, but hasthe disadvantage of needing a runtime type check, so it is marginallyslower.

The declarative language 140 may include a logic function 126 (alsoreferred to as logic 126). A logic function 126 may be a series ofinstructions (e.g., code) that may each perform basic tasks, which whencombined, may create complex behaviors.

The declarative language 140 may include types. A type may apply to thetype of an object (e.g., an image), a basic variable (e.g., string, int,real) and the like. Types may be basic types. Several basic types may beavailable. Basic types may be simpler than full objects and may include:

-   -   Int (int8, uint8, int16, uint16, int32, uint32, int64, uint64)    -   Real (Real32, Real64)    -   String    -   Bool    -   Vec2, vec3, Mat4    -   Color    -   Datetime    -   Var

The declarative language 140 may include expressions and assignments. Anexpression may be a combination of numbers, variables, methods andoperators, which evaluate to a value. An assignment may include settinga property or variable to a new value (potentially from an expression).

Expressions and assignments may allow a variable or property to beassigned a value. The value may be an expression as simple as a singlenumber or contain operators like addition, or calls to methods, whichreturn values. FIG. 8 depicts examples of an expression.

The declarative language 140 may include conditions. A condition may bebased on a comparison succeeding or failing branch the flow of theprogram. Conditions may be decisions where code may be branched based onthe success or failure of a comparison. If, else, and elseif may be thestructures provided. The condition may need to evaluate to nonzero to betrue and succeed. Comparison operators may be used to test values.Comparison operators may include: ==(equal), !=(notequal), >(greater), >=(greater or equal), <(less than), <=(less than orequal). FIG. 9A depicts a simple “If block” condition. FIG. 9B depictsand “If/Elseif/Else block” condition.

The declarative language 140 may include loops. A loop may repeatinstructions until a condition is met. Loops may allow repeating of ablock of logic/code multiple times. A loop may instruct code to rununtil a condition is met. Loops may be pre-tested and post-tested. FIG.10A depicts a simple pre-tested loop or “(Loop if)”. FIG. 10B depicts aposted test loop or “(End if)”. FIG. 10C shows an iterator style loop,and FIG. 10D shows looping over a map or list.

The declarative language 140 may include arrays. An array may be avariable that holds more than one value declared by adding squarebrackets. Arrays may be used with loops and may process lists or maps ofdata. The application system 100 may support numeric and string indexes.To access the specific item in a condition, expression, or assignment,an index may simply be specified between square brackets. Note that theunderlying data structure of the array as a list (such as involving anumeric index) or map (such as involving a string index) can be selectedfor capability and performance purposes. Multi-dimensional arrays mayalso be declared and used by having multiple sets of square brackets.FIG. 11A depicts an example of declaring a basic array. FIG. 11B depictsan example of accessing an array. FIG. 11C depicts an example of usingan array in a loop. FIG. 11D depicts an example of declaring atwo-dimensional array.

The declarative language 140 may include the capabilities for creatingvariations 190 and for managing states 130. A state 130 may provide astate dependent scope (e.g., one can override properties or methodsbased on a current state 130). A variation 190 may be a mechanism thatallows a developer to override one or more properties, or methods in anobject given a state 130. A variation may be used, for example, tochange a style, a layout, a background, a font, displayed text, images,interface elements, and the like.

To ensure that variations 190 may be statically declared, a languagefeature may be introduced to provide a “conditional scope.” Objects mayhave multiple pre-declared named states 130, where in a particular stateone or more properties or actions may be overridden. This may allow theapplication system 100 to handle state-dependent capabilities, such asfor localization. It may also be used to handle any condition where adifferent presentation or behavior may be required or desired. FIG. 12Adepicts an example of a variation 190 and state 130. FIG. 12B depictshow the “language_german” overrides the “width” property and the“caption”, while also adding a new behavior for the actions. FIG. 12Balso depicts the revised behavior of the engine 102 in a situationinvolving a variation 190 or a dependence on state 130. In this example,the “add_button” object starts with initial properties and methods.Setting the state 130 property of “add_button” to “language_german”applies new properties and methods, without resetting any propertiesthat are not specified as being dependent on the state 130. States 130may be added to definitions and instances and around methods.

The variations engine 190 may use variation rules to apply changes tothe layout of a page or a master page (which multiple pages can besub-classed from). The variations engine 190 may enable modifications tocontrol regions and other objects or master objects (which multipleobjects can be sub-classed from) contained on these pages. Inembodiments, the types of variations that may be possible may include,without limitation, to hide or show an item, to set a property, torequest a custom action for this object, or the like. This may bevisualized as a checklist by the designer, such as by using the visualeditor 108 of the application system 100, for example. FIG. 13 depicts alist of some example variation rules. In addition to the exemplary rulesshown in FIG. 13, variations 190 may be triggered based on the presenceof various combinations or permutations of features of the runtimeenvironment or device on which content or applications 178 will run orbe rendered (e.g., combinations operating system, region, manufacturer,orientation, pixel density, device and/or language). For example, avariation 190 may be triggered based on the recognition that a mobileapp created by the application system 100 is running in an iPhone™located in Germany, or that an animation is being rendered on a Samsung™display, etc. The item to which a variation 190 is applied is referredto herein in some cases as the target. The target may be a page, amaster page, or the like and may refer to any item contained therein.

States 130 can be established by checking the rules upon startup andafter changes to any of these attributes. The rules may be evaluated inorder and each rule may maintain a state 130 of how it has been appliedso that when it is applied the first time, the rule matches and iscorrectly reset when the rule stops matching, for example. The result isthat designers may simply create lists of variations (and the statesthese apply to) to specify the detailed design, layout, or behavioralchanges. This list may easily be reviewed and discussed within teams ofnon-technical staff.

The application system 100 may include a visual code editing environmentor the visual editor 108, as depicted in FIG. 1A. A visual code editingenvironment may allow a developer to work at a high level while anunderlying engine 102 has full control of CPU/GPU utilization to thelowest level for best performance.

In embodiments, the visual editor 108 may allow the application system100 to produce detailed analysis at the CPU level and analyze assemblylevel instructions to maximize thermal performance of applications (atthe level of individual instructions), enabling full control of anentire stack of resources down to the lowest level, including CPUutilization and instructions generated by a compiler.

The application system 100 fundamentally may change the process ofdelivering information to endpoint devices and create an engaginginteractive experience. The visual editor 108 may allow multiple groupsto access simultaneous layout and structure information that is packagedinto the container 174 for publication. This may be done in minutes forsimple projects, and in no more than a few days for projects that drawextensively from external information feeds or that use complexgraphics. The container 174 may be instantly published to a computingcloud, such as an AWS™ computing cloud, where it may then be immediatelyaccessed by authorized users, on any device, with an identicalexperience, or with an experience that reflects desired variations 190that are particular to the situation of the user. The container 174 mayalso be published to a private or public app store, in which case it maybe subject to the standard approval process and other requirements ofthe app store.

The application system 100 may include a gaming engine 119 and othercapabilities for handling machine code across platforms. The gamingengine 119 may be implemented with a low-level device (e.g., a chip,ASIC, FPGA, or the like), performance-based approach on the machine sideand a gaming engine approach for visual elements, such as using theabstraction engine 118, to marry visual behavior to a machineenvironment. The gaming engine 119 may be highly optimized forapplications which have a large number of GUI elements. These elementsmay be 2D, 3D, or a mixture of both. The gaming engine 119 may also beable to manage transitions and animations very efficiently. The gamingengine 119 may provide capabilities that may have been ‘hard-coded’,which with the gaming engine 119 is parameterized, such that it can bevaried for execution as desired according to the capabilities, state, orthe like of an execution environment for content or applications 178created using the application system 100. This allows content orapplications 178 in a project to be serialized, without needing to becompiled when it is distributed to the viewer/portal 144 or the editor108.

The application system 100 may include a platform for code development.The application system 100 for code development may include a plug-insystem 121, such as a JavaScript plug-in system, the content andapplication creator 109 (including the editor 108), the script layer134, and the engine 102. The plug-in system 121 may orchestratecomponents, feed events, and trigger behavior. The content andapplication creator 109, including the editor 108, may integrate with orconnect to the script layer 134. The script layer 134 may be bound to anassembly language 123 that may be bound to the high-performance engine102. The LLVM compiler 136 may compile code to communicate with theengine 102.

The engine 102 may use JavaScript to trigger behavior or respond to anevent. The editor 108 may have rich function components. The scriptlayer 134, such as using JavaScript, may orchestrate those componentswhile rendering at native speed. New behavior may be rendered in anapplication without changing a binary; that is, what was compiled fromthe editor 108 and downloaded, may remain unchanged, while only thescript, e.g., JavaScript, changes.

The engine 102 may include low level engine features like the animationand simulation. In an example, the following JavaScript call isequivalent to the internal application system 100 “tween” statement:

-   -   setPropertyInTween(apple, “alpha”, 1.0, 1000, 5)        The foregoing “tween” statement is equivalent to the statement:

apple.alpha=1.0 in 1000 tween ease_both

so the component apple has its alpha property changed to 1.0 over 1000milliseconds using the ease_both tween.

The application system 100 may provide an extension API 125, such as forallowing actions to be extended, such as using a scripting language likeJavaScript. This may allow new classes of components and data feeds tobe created, such as in JavaScript.

The following example depicts how JavaScript is used for creating one ofthe basic components and then adjusting its properties. The result ofthis example is the full 60 fps hardware accelerated performance of thebase component, as well as the custom behavior the following JavaScriptprovides:

registerComponent(“toggleButton”, “”, “toggleButton”, “”,“toggleButton_init”, “”, “toggleButton_refresh”,“imagepicker:default_image,imagepicker:down_image,imagepicker:disabled_image,imagepicker:toggled_default_image,imagepicker:toggled_down_image,imagepicker:toggled_disabled_image,bool:showtext:0,string:default_text:on,string:toggled_text:off,bool:toggle_state:0”,“”) function toggleButton_init(width, height){         var toggleButton= createComponent(self, “button”, 0, 0, 100, 100);     var overlay =createComponent(self, “image”, 0, 0, 100, 100);        bindEvent(overlay,“on_press”,“togglePress”); } functiontogglePress( ){  var button = getComponentChild(self,0);  vartoggleState = getData(self, “toggle_state”);  if(!toggleState){  setProperty(button,“default_filename”,getData(self,“toggled_default_image”));  setProperty(button,“down_filename”,getData(self,“toggled_down_image”));  setProperty(button,“disabled_filename”,getData(self,“toggled_disabled_image”));   setData(self,“toggle_state”, 1);  }  else{  setProperty(button,“default_filename”,getData(self, “default_image”));  setProperty(button,“down_filename”,getData(self, “down_image”));  setProperty(button,“disabled_filename”,getData(self,“disabled_image”));   setData(self,“toggle_state”, 0);  } }

In addition, specific capabilities of the engine 102, such as animationand simulation, are exposed to the JavaScript API just as they areexposed to the declarative language 140 of the application system 100.Hence a statement like setPropertyInTween (apple,“alpha”,1.0, 1000, 5)will execute very efficiently, as it is only called once and,subsequently, the hardware accelerated animation system inside theengine 102 takes over and performs all the animation and rendering ofthe transition of this single (or many) property change, includingmultiple tweens inserted in the timeline for this (or many) otherobjects simultaneously.

In embodiments, the application system 100 may allow serialization ofthe content from an editor, which may allow a user to use the full powerof the underlying engine 102 and its gaming engine features (without theneed to compile anything on the client).

In embodiments, the engine 102 may allow a user to better abstract fromthe underlying operating system. Traditional, native developmentenvironments bind to the native GUI library provided by Apple, Google,Microsoft, etc. This results in very different behavior, look and feel,and programming models on each native device. The application system 100may avoid all of that by creating all GUI elements out of visualprimitives fully controlled by the engine 102. This makes the pixellevel designer control and cross-platform performance very effective inthe application system 100. For example, a toggle switch in iOS™ lookslike a white circle in a green oval, which slides left/right. Yet inAndroid™, it is a box within a rectangle, which slides up and down. InWindows™, this is often a ‘check’ icon in a box which is present or not.In application system 100, the visual designer may pick and customizetheir own pixel perfect look, which works on all devices.

In embodiments, the visual editor 108 may use the same core engine 102of the application system 100 for editing, previewing, and running atruntime. This may ensure that there is no difference and that theexperience for the user is completely WYSIWYG (“what you see is what youget”), which may reduce testing.

In embodiments, the visual editor 108 may use the same engine 102 whileediting and while running. This may be powered by the LLVM compilationtechnology of the engine 102 that may allow a user to pre-compile theeditor code and the engine editor and runtime infrastructure 104 codeusing a shared code base which then is bound to the engine 102. Anexample implementation of an LLVM compiler is provided in Appendix A.

In embodiments, the application system 100 may share the same core codeshared among editing, previewing and runtime environments. This mayallow the application system 100 to draw on the same code base for thehosting and bootstrapping of script applications created by the enduser, which may not need compilation with LLVM.

In embodiments, the visual editor 108 may allow real-time, multi-user,simultaneous development by allowing a shared understanding and sharedsimulation of what is being created. In embodiments, the visual editor108 may include an optimistic locking system. In an optimistic lockingsystem, the last commit may win. An optimistic locking system mayrestrict, so that only a master user can do some tasks, such asdestructive editing when someone is working on it.

Multi-user development may include a parallel process between users.Optimistic locking may allow the application system 100 to make almosteverything multi-user. Optimistic locking may be used to manage updatesto a central representation of the current project/application.Importantly, this may be able to interact in a transactional model withall parts of the system so that if it is an asset in the folder, animage or change to a JavaScript file, for example, a new component beingadded to a page, or a change to a property on an existing component.These can all be kept in-synch between users. Importantly, if a userjoins the session late or drops off the connection periodically, theuser may get caught up with a list of all transactions that haveoccurred.

When one of the users manually chooses to save (e.g., publish to theviewer), this may act as a sync point and may collapse thedelta/transaction log so it does not become unwieldy.

In embodiments, the engine 102 of the application system 100 may bedesigned to support the visual editor 108, which is both an applicationitself and can inspect and edit another running application that a useris working on.

In embodiments, the visual editor 108 may include a JavaScript API. AJavaScript API may be designed to enable very light configuration work,leaving the engine 102 of the application system 100 to do the bulk ofthe processing. This may prevent runtime JavaScript from becoming abottleneck, and instead may take full advantage of ahardware-accelerated engine.

In embodiments, a further network layer via cloud services 142 mayprovide real time synchronization of assets and changes to theapplication being edited between multiple users.

In embodiments, the engine 102 may utilize a LLVM compiler 136, eitherintegrated with or as part of the engine 102, to act in a just-in-timecompilation mode for developers, or without LLVM where it may simply bepart of the toolchain to generate a finally compiled application.

The visual editor 108 and viewer/portal 144 both may use the engine 102as a fully compiled application. This may allow applications developedusing the application system 100 to run on systems like tablets orphones, which may not allow runtime compilation.

Both the editor 108 and the viewer/portal 144 may be created usingscript 404 made and handled by the script layer 134, which may becompiled using the LLVM compiler on a build wall (cloud hosted CPU'swith specific hardware, OS and toolchain configurations dedicated tocompiling OS specific executables), which may then be linked with theengine 102 to create final static binaries, which can be installed ondevices. A user may synch one of their projects with aneditor/viewer/portal 144 and the following things may happen. First, theassets (images, scripts, sounds etc.) may be copied into a cache folderspecific to this project. Second, the project file (in compressed script404) may be copied into the same cache folder. Third, the engine 102 mayparse this high-speed file, thereby creating all the required componentsand storing lists of required built-in engine actions, or links, toJavaScript actions. Fourth, content or application 178 may now be usedinteractively; it may be effectively hosted and bootstrapped by theeditor/viewer/portal 144.

The editor 108 and other elements of the editor and runtimeinfrastructure 104 (such as for preview and portal features) may bewritten in the declarative language 140 and may be compiled with LLVM136 and bound to a C++ engine for maximum native performance.

As referenced elsewhere in this specification, the application system100 may include the declarative language 140 (rather than just using anAPI). The declarative language 140 may support LLVM as the maincompiler. The declarative language 140 may include an LLVM front-end.The use of LLVM in the application system 100 may increase theefficiency and speed of an LLVM front-end.

The same language 140 may be used to build an editor and an application.It may also be the file format/language which is interpreted, from whichthe runtime behavior is edited and transmitted and then executed by theengine 102 as a simulation.

The declarative language 140 may be used to describe not just theobjects, but their relationship within a scene tree. This may include ahierarchy and nesting of objects (and their properties and methods).This may allow building the full detail of the page layout. Propertiesmay also be inherited so that a form that contains a button, whenrotated or scaled, will appropriately rotate and scale its children (inthis case the button). The declarative language may be interpreted andexecuted by engine simulation. FIG. 14 depicts the declarative languagescene tree description 124.

In embodiments, the ability to express both the logic layer andlayout/presentation layer within the same declarative language 140 isprovided, which may reduce complexity and make separation of logic andpresentation optional, rather than requiring developers to handle themseparately, which consumes time and can result in errors or unintendedeffects of the logic upon the presentation layer.

The same domain-specific declarative language 140 may be used to createthe editor 108 and runtimes (such as runtimes for a preview of contentor application behavior and runtimes that are accessed by users, such asthrough the portal 144). That same domain-specific language 140 may alsobe used to create the content and applications 178. This may utilize theintrospection and container capabilities in the way that the language140 is implemented by the engine 102.

The file format 128 may be where a script 404 of the application system100 may be serialized or de-serialized, such as without the need forcompiling. This may be how an app is ‘loaded’ inside the hostenvironment, such as for preview, in the portal 144, or in a hostenvironment for editing.

Tokens may be turned into bytecodes and literals (e.g., strings,numbers, and/or object names), and may be stored following a bytecodeand length as appropriate. This serialization may be designed to besmaller to transmit and faster to encode/decode without the need forparsing.

A restriction applied to the serialized applications is the logic insideobjects. Events may be limited to a list of parameterized methods, tosimplify the task of specifying a workflow for the user. With states,users may also have access to the equivalent to conditional logic.

The declarative language may be designed to be extended with new objectclasses with methods, properties and events which may exposecross-platform device features. This may allow very simple expressions.The declarative language may grant access to logic 126, databases,animation, 3D, and documents. Language features may have animation, timeand multiple states for an object. The declarative language may have ascene underneath, where all properties may be synchronized and run as asimulation.

In embodiments, objects may inherit properties. Examples of objects andproperties may include buttons on forms, rotating forms, making elementstransparent, and the like. Unlimited named states may be added to anobject or object class. Each state 130 may encapsulate properties ormethods. This may make it possible to create a variations system. Astate 130 may be like conditional logic.

FIG. 15A depicts a button in German specified using conditional logic.In this example, conditional code may end up anywhere in a programmaking it hard to find and debug. The compiler also may not be sure ifthe code inside the condition will ever be executed as the condition hasvariables in it. FIG. 15B also depicts a button in German specifiedusing the declarative language. This may all be declarative andcheckable at parse time. The states may be inside the object and may befully resolvable. A user may declare a list of valid states that theobject may be tagged with at the top of a program

The declarative language 140 may include a domain-specific language. Adomain-specific language may make it quick and easy to create visualexperiences and may assume a user is going to use the framework of theapplication system 100.

The declarative language may be extremely fast to compile in a singlepass. For example, an entire application using the LLVM compiler maycompile in seconds. The declarative language may have the features of astrongly typed declarative language 140; it may, however, be fullystatically compiled for maximum performance. In the declarativelanguage, instead of writing C++ code to create the editor, the entireeditor may be significantly smaller than the engine.

In embodiments, the application system 100 may publish apps through aprivate portal 144 and manage the ability for users to edit applicationson the fly. The application system 100 may allow a user to deploy an appwithout having to go through an app store. A user may compile to the appstore. A user may also publish natively to other platforms that anyoneowns. Other platforms may include Windows, Android, iOS, Linux (Ubuntu),for digital signage content, for example, and the like. This may allow auser to publish to different platforms seamlessly. This may eliminatethe need to put internal facing apps into an app-store or otherapplication vending service. This may allow for development ofcompany-specific portals, where customers may push apps into their ownportal, allowing a company to serve content-driven experiences tocustomers.

In embodiments, the declarative language 140 may support multiple roles.The declarative language 140 may be a strongly typed declarativelanguage for building binary applications, via the LLVM compiler 136,and for high-speed serialization for the viewer/portal/editor 144. Asdepicted in FIG. 1A the declarative language 140 may include a scenetree description 124, logic 126, file format 128, state information 130,modules, domain-specific script 134, LLVM compiler 136, and publisher138. The LLVM compiler 136 may compile with LLVM to final binary code,or publish through a viewer/portal 144 to de-serialize content into ahost application such as a portal (or for that matter the editor).

As depicted in FIG. 16, a scene tree description 124 may support an SGMLstyle nesting of elements. Importantly, the elements may inherit visualand transformation properties from their parents. This is important asmoving a panel in 3D space may move all the buttons and text elementspasted on a panel with it. This covers scaling, moving, rotation andchanges in visual properties like transparency.

Logic 126 may be placed inside a method. The only distinction betweenstandard methods and event handlers may be when methods using reservednames like on click may receive the appropriate event if it is triggeredon that object. Importantly logic 126 may be inherited and separatedfrom presentation as required. The code may natively understand othercomponents and their relationship to each other. This means that incode, a user may explicitly refer to children and their propertiesusing, for example, a “.” (period) to separate them. For example,clicking on a tree may perform an operation on another object using thedot syntax, each dot may then be another level lower.

As depicted in FIG. 17, at the global level, tree.apple1.x=100 is valid.At the level of the tree .apple1.x=100. At the level of the apple1 then.x=100 is valid. It may also possible to step backward using .parent( ).

File format 128 may allow the application system 100 languages toperform multiple duties. A sophisticated LLVM compiler 136 frontend maylex, parse, and compile the logic 126. The LLVM compiler 136 may also bedesigned to be serialized in text or binary format for high performancewhen used as a file format 128, so as to support publishing through aviewer/portal 144. A file format 128 may have a few specificrestrictions like turning logic 126 into lists of parameterized methodcalls, but largely may be kept the same in terms of sub-classing,nesting, properties and state. The ability to be used as both a compiledand serialized description is part of the language's design and novelty.

The state 130 may be used for various purposes in the application system100, including to drive the variation system. A state block may providea scope where any properties or methods specified may override those atthe default level. This may allow conditional logic 126 to be staticallychecked. The state block may check the Boolean state of a flag. Thisflag may be system derived (orientation_portrait) or user defined(user_platinum_member).

As depicted in FIG. 18, the example depicted in FIG. 17 is changed toshow how statically declared states may now be used to determine theunpicked and picked visualization of the apple. Then the on click methodwill set the apple to be picked, causing those affected properties to beupdated.

Modules 132 may be a set of standard language features which may befound in most languages, e.g., objects, events, properties and subclassing, which may have specific engine level support for bothabstracting OS level features implemented in the C++ layer and extendingobjects with synthetic JavaScript sub classing. Modules 132 may make itextremely quick to add support for new abstractions implemented at thelowest engine level or by third parties as synthetic sub-classes of oneor more base classes using the JavaScript API. In embodiments, modules132 may include novel elements of a python code generation layer, whichmay be used at the C++ end and more about the JavaScript API harness forregisterComponent and how it may interact with the engine 102 and itsability to dynamically manage new classes.

A domain-specific script 404 of the application system 100 may beprovided within a domain-specific language in the application system100. The domain-specific script 404 may have multiple specialproperties. Multiple special properties may include:

-   -   1) Standard patterns for structures [keyword] [type] [name];    -   2) Simplified keywords;    -   3) Statically declared hierarchical structure like SGML;    -   4) Statically declared sub classing;    -   5) Statically declared conditional logic (state);    -   6) Statically declared animation and timing (In keyword);    -   7) Statically declared access to the components/objects using        the dot syntax;    -   8) Serializable to a binary format;    -   9) Single pass lexing and parsing (no backtracking); and/or    -   10) High speed compiling.

An LLVM compiler 136 may cover the way a domain-specific applicationsystem 100 language may use a custom frontend to lex and parse, then maycompile a script 404, which may define the GUI and behavior for both theeditor/preview and portal from a shared source code base.

There may then be a set of different tool chains for each OS, which maylink binary code with an engine, such as the C++ engine, and withOS-specific wrapper functions, as well as with platform-specificbootstrap code (e.g., for C++, Java, Objective C, etc.). This may allowa user of the application system 100 to build a fully compiled nativeapplication powered by the engine 102, the GUI and behavior defined inthe application system 100 script 404, and the CPU/GPUarchitecture-specific tweaks present in LLVM backend.

Publishing through a viewer/editor may focus on how a host applicationworks rather than the actual serialization and the benefits that may beprovided to a user of the application system 100 (effectively code freedevelopment). A host application may be built in the domain-specificscript 404 (such as within the editor/viewer/portal 144). This may beable to serialize/de-serialize all the objects/components from part of atree structure that may make up the scene. This may be how a‘sub-application’ is loaded and saved. It is noted that there may beseveral mechanisms that may make this process work, such as with thedynamic components, methods/actions, and events driven by an API such asa JavaScript API. In embodiments, the application system 100 may includethe ability to enter an “edit mode,” where component events may beintercepted, so as to allow components to be selected and highlighted.These reflective qualities may be built into an engine object model, andthe domain-specific script 404 may exploit these reflective qualities sothat once the selection event is intercepted, the positions ofcomponents can be interrogated, a highlight displayed around thecomponent, and the properties of the components can be interrogated anddisplayed in the properties panel and made editable by the user.

It is noted that there may be no compiling going on in thepreview/portal. Simply the components may be re-established inside a‘sub-application’ by de-serializing them, and the action lists may bebound to the events. This may mean the engine 102 may now run everythingat full native performance with the existing binary functionality thatthe engine 102 provides.

A JavaScript API may add a ‘choreography’ layer where new functions maybe deployed. This API may be designed to offload as much ongoingcomputation to the engine 102 as possible, keeping the JavaScript layersetting up behaviors or connecting processes like network calls and dataprocessing.

In addition, the application system 100 may include another system thatmay manage the undo/redo and multi-user systems. This system may be aset of virtual properties and methods. Virtual properties and methodsmay be shadows of real properties and methods the component has and maynot affect rendering activities of the engines. However, these virtualproperties may hold the current serialization state and may allow theapplication system 100 to manage just saving non-default values,resolving changes in transactions during undo/redo or multi-useroperations, and resetting components back to their virtual state after auser has tested an app in the editor.

The application system 100 may perform simulations. An applicationcreated by the application system 100 may create new objects, animatethings, change properties, and the like, during run mode. Being able toreturn an application back to its editing state using virtual propertiesmay be useful in the application development process.

In embodiments, the application system 100 may create visual avatars (oravatars). Avatars may be ‘digital agents,’ such as ones that assist inanswering questions, ones that guide users through a process orworkflow, or the like. Avatars may be rendered by an avatar renderingengine 148. Avatars may interact with a user of the application system100, including the engine 102, by various mechanisms for avatarinteractions. Avatar interactions may be generated and managed by anavatar interaction engine 148. Avatars may include conversational userinterfaces (UI's) where users may productively interact with 3D-renderedvisual ‘digital agents’ with human attributes, such as a head which canchange angle, an animated mouth and lips to represent human-like speech,eyes that can look and blink, and facial poses that can convey emotionssuch as surprise, frustration, thinking or happiness.

Current state of the art ‘headless’ systems may provide a poor userexperience, by requiring a user to remember many options and phrases totype or speak in performing a wide variety of potential tasks, each ofwhich may have multiple non-explicit stages or requirements. As depictedin FIG. 19, an avatar and associated visual 3D user interface (UI) 152may provide a user of an application system with a visual presence andricher input so an application system may take advantage of verbalcommands and nonverbal cues provided by human interaction. This mayallow an application system to provide a much more useful and productiveinterface, within an overall 3D UI 152, with capabilities likepresenting options, showing context and conveying progress. FIGS. 19-22depict examples of how an avatar may be used in an application system,in exemplary and non-limiting embodiments.

As depicted in FIG. 19, characters may represent the appropriate contextof a scenario, for example, adult, child, genders, roles & costumes.Characters may be displayed as avatars by the engine 102. FIG. 19depicts an avatar in a 3D user interface 152.

FIG. 20 depicts how morph targets, such as those utilizing differentmeshes, may be blended together by an avatar rendering engine 148, suchas using a GPU. In this way, the avatar rendering engine 148 may produceaccurate speech animation and overlaying emotion, for example,smiles/frowns, specific actions, eyebrow raises and the like.

FIG. 21 depicts an example of a character interacting in relation tocontrolling the entertainment console on a car using a backend systemthat can handle queries directed to the character (such as byconversation), search for entertainment content based on the queries,and respond by offering to play entertainment, or the like. Inembodiments, user interaction is managed by a backend artificialintelligence system, such as the IBM Watson™ backend.

FIG. 22 depicts gaze and direction being used to convey that thecharacter is looking at the options and this is what the user should beinteracting with.

The engine 102 may include avatar capabilities. Avatar capabilities mayinclude face rendering, voice synthesis, procedural animation, emotionand the like. Face rendering may be performed by the avatar renderingengine 148 of the engine 102. These capabilities act as a coordinationlayer above the skeletal animation and morph target systems which mostmodern 3D game engines support.

An avatar interaction generated by an avatar interaction engine 148 maybe an avatar speech interaction. Avatar capabilities may use a voicefont and a voice synthesis process on a local device to generate thespeech interaction on device to reduce latency.

Avatar capabilities may extract phonemes generated during a text tospeech process, for example by mapping each viseme/phoneme to acombination of different percentages of mouth positions, also known asblend shapes, on a 3D model of a face, then animate between thesemultiple blends in time with the phoneme changes in the generated speechto give an appearance of a talking character.

Avatar interactions generated by an avatar interaction engine 148 may beblended shapes for basic anatomic processes like blinking, emotions andlarge scale motion like eyebrows, cheeks and the like.

Avatar capabilities may provide a procedural animation system and statemachines to drive basic anatomic functions such as head movement,blinking, eyes looking towards the user (via head tracking) when it iswaiting for a verbal response from the user, basic semi-random facialmotion and the like.

Avatar capabilities may provide a system for keeping an emotional modelfor an avatar so that based on the conversation the character can react.

Avatar capabilities may include conversational interfaces and naturallanguage endpoints, referred to as conversational interfaces in thisspecification. Conversational interfaces may support cross APIconversational interface processing including a basic command processor.

Conversational interfaces may support cross API conversational interfaceprocessing. Cross API conversational interface processing may includecapturing audio on a device and sending small chunks of this voice datato a cloud service 142.

Cross API conversational interface processing may also support receivingback text as a fully processed response by an AI service or simply theraw text after speech to text is completed for further processing.

Conversational interfaces may supply basic NLP (natural languageprocessing) capabilities if required to determine parts of speech andprovide basic flexible processing of command trees at the applicationsystem 100 level from typed text or text which may have been extractedand potentially partially processed via a cloud based voice analysisprocess 242 and 243.

Conversational interfaces may provide a system of attaching actions toparameterized commands from command trees, for example the command“please search for trees” results in action=“search” parameter=“trees”.

Conversational interfaces may provide the ability for the character toturn and look at user interface elements or information that may be partof the conversation/application. User interface elements may be elementsof the engine user interface 106. This is an important human queue whichmay inform a user when and where they should be paying attention, forexample when the avatar is describing something and presenting choices.

An avatar combines a simplified user audio interface with the power anddensity of information provided with visuals. The application system 100may include an avatar interaction engine 148 and an avatar renderingengine 148 to capture input, process and present avatars and content.

This presentation of workflow, options and content (images or models)based on the user interactions managed by the avatar interaction engine148 and state of the current conversation are important—this allows theuser to understand where they are in the workflow and what they can do.This simplifies the types of interaction and requirement for users toremember the current state themselves as an audio or text only systemdoes.

Essentially, the avatar interaction engine 148 allows developers to makethe avatar appear much more intelligent, responsive and useful to theend user by improving their understanding of what the ‘avatar isthinking’ (by explicitly showing the user) while providing clearcommands so that the user can interact by speaking without ambiguity andfrustration by speaking these commands rather than expecting the avatarto be able to carry out a fully human like conversation and all thenuances and sophistication that this entails. These commands mapdirectly to the logic 126 defined in the visual editor 108 of the engine102.

Avatar interactions, as managed by an avatar interaction engine 148, mayinclude voice recognition, gaze detection, face analysis, facialexpressions, hand gestures, Halo fingertip detection (as discussed laterin this disclosure), phenome generation, phenome mapping per character,natural language processing and the like.

For a user of an application system 100, interaction with agentsallowing multi-modal input may be critical. For example, a user may readout an option shown on a display, but just like another human, a displaymay see where a user is looking. An agent should be able to use a frontfacing camera where possible, to track the fixated eye gaze of a user,and to allow users to use voice commands to trigger an option they arestaring at. If a display is touch capable, then a user should also justbe able to touch the option they want. High performance eye trackerswhich can manage saccades and other subtleties of eye movement will alsobe beneficial, but are not a requirement.

Providing a range of useful interaction choices may allow a user to bemore productive and may make an experience more natural.

An application system 100 may include a 3D camera for detecting the eyedirection based on the shape of the eyeball including cornea (which isnot spherical). An application system 100 may also use basic 2D imageprocessing for iris and pupil ‘glint’ extraction based on light bouncingoff an eye from a structured light IR element in the 3D camera (capturedusing the raw 2D IR view prior to 3D processing from the 3D camera).

Avatar capabilities may include facial analysis. Facial analysis of auser may be used to not just extract gaze tracking, but with the detailsthat may be extracted from a 3D depth camera such as an Intel RealSense3D camera, an application system 100 may find the jawline, mouth, andnose. This may enable an application system 100 to both determine if auser is facing the computer and if a user is moving their mouth. Inembodiments, the application system 100 may further analyze an audioinput to alter the detection threshold for audio commands in noisyenvironment. In embodiments, the application system 100 may furtherperform facial analysis on the output of a camera (e.g., 3D depthcamera) to extract an emotional state at a statistical level.

Avatar capabilities may include recognizing facial expressions. Incontrast, characters, expressing emotions like happiness or sadness (ona scale) or performing specific actions like laughing or frowning,through facial expressions, may be very useful. This kind of emotionalinteraction, which may be conveyed by facial expressions created by ananimator or from motion capture, may be easily read by a user. This maygreatly improve the verisimilitude and help convey useful orentertaining information to a user which only a character can.

Avatar capabilities may include recognizing hand gestures and pointing.Hand gestures and pointing may provide significant useful information.This may be referred to as “near touch”. This may be similar to a mousehover state and may allow a user to express interest without actuallytouching a surface.

Avatar capabilities may extract not just the fingertip using a machinevision library, for example, but the vector of the direction it ispointing. Using this, vector avatar capabilities may extract theposition where a user is pointing relative to a camera and hence ascreen (where the geometry in relationship to a camera may be known).This is very powerful as a user may point and an avatar may display moreinformation, for example equivalent to hover tips. The user can thenconfirm selection by touching, speaking or tapping in mid-air, forexample using fingertip tracking.

Avatar capabilities may include phoneme waveform generation. Anapplication system 100 may use a version of festival from CMU for thetext to speech process. In embodiments, the application system 100 mayutilize a viseme list and voice fonts to determine the types of gender,accent and languages spoken. In embodiments, avatar capabilities mayextract the unique mouth poses (phonemes) to be used by the animationsystem to configure the morph blending aligned with the right timing forthe audio layer, for example within 33 ms accuracy. The combination ofthe generated speech and this facial animation as visual feedback maymake it easier for people to understand the speech of a character innoisy environments.

Avatar capabilities may include a phoneme mapping system. A phonememapping system may allow unique character designs with non-human facesto be mapped to speech and emotional reactions. An animator may beallowed to specify ratios of up to five blends for each phoneme, forexample “wh”, action, for example “blink”, or emotional response, forexample “happy” overlay.

Character poses and design may be very flexible and may allow realistichumans, cartoon humans and anthropomorphic object or animals to becreated.

As discussed elsewhere in this specification, an application system 100may include a speech tagging module, command trees, a basic ontologyloader, and/or a state management system. These capabilities may enablethe application system 100 to perform basic avatar interactions withoutthe need for an online backend. Users of the application system 100 mayalso need to enter plain text to drive interaction without an operatingsystem level, or third-party, voice recognition system. As such, thesetasks may require a natural language processing (NLP) capability.

An application system may include an enhanced NLP capability, which maytake advantage of extra information an application system has overtext/voice only systems, for example, an application system may havevisible commands and visible options which may make a massive differencein removing ambiguity from user interaction and user commands. This maymake the user experience, simplicity and discoverability much moreeffective. For example, the current state of the art systems has verylow, for example, 2%, attach rates due to the poor ability to rememberthe commands to initiate a skill, or the syntax required to make theskills work.

In embodiments, the application system 100 may include athree-dimensional (3D) user interface (UI). A 3D UI may include a mixed2D/3D scene tree layer. To support applications which mix 2D and 3Delements in the same application, a novel hybrid scene tree system maybe used allowing many 2D and 3D elements to be efficiently rendered,composited and interacted within the same visual scene. This may useboth a traditional parent and child list for holding the primaryrelationships of a hierarchy and managing the propagation of theinheritance of the properties and matrices down a tree. In embodiments,there may also be a unique combination of tree structures for hitdetection and scene management for visibility as well as a connection toan alternative tree structure to manage the overall 3D scene helpingwith 3D picking and 3D occlusion.

In embodiments, a 3D UI may include a library of machine visionprimitives. A library of machine vision primitives may be configuredfrom JavaScript, making leading edge capabilities accessible toscripting. Some elements like ghost hands, described later in thisspecification, 2D/3D barcode detection, fiducial detection and more maybe made accessible directly without any code using a library of machinevision primitives. Machine vision primitives may include blob detectors,optical flow, filters, fingertip detectors, and face landmark tracking.A blob detector may be a 3D blob detector. A blob detector may be anRGBZ blob detector and may include color and the distance to the screen.A blog detector may include algorithms to disambiguate gradients,establish angles, and isolate blobs to measure direction, size andmovement to sub pixel accuracy.

In embodiments, a 3D UI may extend a rendering engine for stereo and 3Dinput for VR/AR. Because of the nature of even 2D applications and allthe 2D UI existing inside a 3D engine, applications when rendered instereo and using 3D input like hands or controllers, may work with ARand VR systems.

In embodiments, a visual editor 108 may include a collaborative 3Dworkspace 300 for users of augmented reality (AR) devices. FIG. 2Ddepicts a collaborative 3D workspace 300 according to exemplary andnon-limiting embodiments. AR devices may be phone-based AR devices,headset-based AR devices and the like. The application system 100 mayallow a user to both use 3D interactive experiences, as well as createthem in AR using the visual editor 108. A collaborative 3D workspace mayinclude a fused 3D scene for multiple users. For example, all users of acollaborative 3D workspace may have a shared virtual environment thatmay map onto the real world. As a user moves around the real world, thevirtual 3D may be perceived as fixed at the same location, for exampleon a table or against a wall. In addition to the shared 3D elements,each user may also be able to see their own user GUI elements anddigital avatar rendered from the perspective of the user.

In embodiments, a collaborative 3D workspace may include 2D planes,which in cases may provide a very useful interaction model. Multiple 2Dworkspaces may be laid out into real 3D environments. Many data typeslike documents, videos, illustrations and even ‘frames’ for 3D modelsmay then be placed, organized and edited in the real world via theseaugmented 2D planes placed into the real world.

Users who may be viewing the augmented world via a mono viewport, suchas by looking at a smartphone screen that renders virtual elements overthe camera view, for example, may have some specific limitations. Whilethe combination of optical flow, feature tracking, and inertial sensorsutilized by augmented reality programs like ARkit™ or Google Tango™, forexample, may provide the ability to treat a smartphone screen as aconvincing window into the augmented scene, it may be impractical tohold the phone up for any length of time.

This may also apply to stereo headset viewing, which may require caseswhere a user needs to get closer to a virtual object. As a result, anaspect of a collaborative 3D workspace UI framework includes a zoom UI.A zoom UI allows a user to select a data type and zoom into a mode whereonly the selected item is locked to the viewport of a user for viewingand editing. An aspect of a zoom UI is providing an animated transitionfor a data plane as it zooms into a user viewport or back out to itsworld position. This may allow a user to keep an overall mental model ofan environment, even as the user switches between items in zoom UI mode.

Additionally, in embodiments, it may be critical for stereo views that azoom UI user viewport is aligned on the zero plane, indicated by zeroconvergence between eyes, meaning there are no issues with eye strain oreye dominance. This may also enhance a number of low level GPUoptimizations, making it possible to reduce thermal overhead on portableAR and VR stereo devices.

In embodiments, a collaborative 3D workspace 300 may include three coreelements. The three core elements may be able to be used individuallyand also benefit from the collaboration that an underlying applicationsystem engine 102 and network layer make possible.

Three core elements for a collaborative 3D workspace 300 may includeworking through, filling-in and annotating content, recording sessionsfor archiving or later analysis, and using a visual editor 108 in 3D tocreate scenarios to work through, fill-in, and annotate content. Contentfor working through, filling in, and annotating content may includedocuments, models, videos, video conferencing windows, presentations,worksheets, forms, surveys, interactive 3D experiences and the like.Recording sessions for archiving or later analysis may include sharingoutput results of completed or annotated content.

Creating scenarios to work through, fill-in and annotate content mayallow an almost unlimited range of scenarios from data rooms, tointeractive 3D simulations, gaming, e-learning through to creating 3Dcontrol surfaces. Because a visual editor 108 may be built using anapplication system engine 102, it also may have the ability to rendercontent in stereo. This effectively means that any component in a scene,that may also be a 3D version of the page, may be brought into a planeview using the UI.

By toggling edit mode, a user may bring-up a 2D editor UI correctly,surrounding the zoomed and oriented 2D plane containing thecomponent/media type. Then a user may pick and adjust all of the GUI andtext elements related to the properties of an object and set-up anydesired actions, as every part may also be rendered through the samepipeline. In this way, a visual editor 108 may become a real-time viewerand editor for multiple, simultaneous users of interactive VR and ARworkspaces, including contention management for multi-user editing andbroadcasting of edits.

In embodiments, a collaborative 3D workspace 300 may include AR/VRspecific properties for positioning and tools. AR/VR specific propertiesfor positioning and tools may include a capability to allow users todefine items in a scene that may be moved, auto-placement settings,placement restrictions and how items should be grouped. For example, auser may define, in the editable properties that a series of elementsare grouped and will auto-place themselves on a flat surface visible toat least 50% of participants. A user may also specify a perimeter byproviding a minimum radius the center of an item can be in relation to aperimeter of another item. This may prevent items that can be movedinteractively from being moved too closely together.

Referring to FIG. 2D, some objects 302 may be displayed only on flatsurfaces 304, some on vertical surfaces 306, some in free space 308 andsome as a heads-up display (HUD) or directly inside the viewport of eachuser, the latter being similar to how a traditional page element mightbe placed 310. For example, a set of participants may look at the sametable. In this example, the components in the table may maintain theirrelative positions as they transition into view and keep their relativepositions and scales on the table relative to wherever the participantsmay look.

It is noted that when a first user chooses to use a UI zoom to zoom-intoa specific component, the UI zoom of a first user may, in embodiments,not move a component for other users. The object zoomed-into by a firstuser and their annotations may continue to appear in-place for otherusers. It is also noted that when a first user edits a component in UIZoom mode, the component may stay in place for other users, however acolored halo may be displayed to other users to indicate that theediting functionality is currently locked by another user (e.g., thefirst user).

An advanced collaborative 3D workspace group property may have theability to specify content density constraints for sub-groups.Specifying content density constraints for sub-groups may allow a userto specify different components to be displayed from the subgroup basedon the distance of a user from an object. In embodiments, specifyingcontent density constraints for sub-groups may be used to manage levelsof detail. In an example, a large title and date of a document may bedisplayed when viewed at a distance by a user, then the full documentmay be displayed as the user zooms “closer” to the document. Inembodiments, each distance level in the example may have a built-inhysteresis value. A built-in hysteresis value may be based on a ratio ofdistances. Basing a built-in hysteresis value on a ratio of distancesmay prevent different component representations from performingundesired movement, such as bouncing or popping.

As depicted in FIG. 2E, some objects 302, such as documents andspreadsheets, may come with their own pre-set content density settings,such as large title and date, at a distance content density settings. Incontrast to this example, user-defined components may be moresophisticated, such as creating a news article, which may be a title anddate at a “far” distance 312, a title and thumbnail at the “mid”distance 314, and then the full article and images at a “close” distance316.

As depicted by the example in FIG. 2F, one or more avatar components maybe placed into a page, such as the 3D scene depicted in FIG. 2D, andconfigured using AR/VR specific positioning properties. The one or moreavatar components could then be set to lock onto a horizontal orvertical surface, or to float in mid-air in the example. However, themost likely setting may be as a HUD element 310. Continuing with thisexample, each user may receive their own instance of an avatar atruntime. Each version of the avatar may be fully configured for thepreferences, language and choice of tasks of each user. The possiblechoices may be defined at design time. In this example, inside a user'spersonal view, a user may have their own avatar that is able to helpthem with tasks related to the current custom scenario. These tasksmight be intended to help the user with research on a topic, configureparameters on a simulation, to perform editing or data entry tasks orany other interactive scenario which can be driven with a set of avatarnatural language processing (NLP) skills, such as vocabulary, commands,and process workflow NLP skills and either local editor capabilities orcloud service lookups.

Continuing reference to the example depicted in FIG. 2F, when an object302 is selected then the avatar 318 may provide the state of currentworkflow (B) and the current options for the user workflow (C) that maylist of types of verbs a user can use to perform tasks. In embodiments,the list of types of verbs may not need to be a comprehensive list ofverbs or verb synonyms. Similarly, the list of types of verbs may not bethe set of all possible interactive skills or workflows a user mayaccess by voice. However, the list of types of verbs may make discoveryfor the current workflow possible for users who are interacting withvoice commands.

If a VR or AR head mounted system supports eye tracking, then it may bepossible to use the avatar voice recognition in combination with eyetracking to provide selection capabilities. For example, looking at aview may provide a cursor when the user fixes their vision, for exampleby staring at a point on the view. Then, if the point is located on aparticular component, a user speaking “select” or another appropriatecommand structures, such as “please pick,” or “select the item,” mayindicate a command to select the particular component. It may also bepossible that the user may choose to go directly to using action verbsor skills, if the user is already familiar with the types of commandverbs and skills that may be possible. The ability to go directly tousing action verbs or skills may be a shortcut for expert users.

In embodiments, a command structure may include command verbs. Commandverbs may be keywords. Command verbs may trigger a behavior at a givenpoint in a skill workflow. Some command structures may include synonymsfor command verbs.

In embodiments, skill workflows may be voice applications. A skillworkflow may have a flexible set of stages that describe the workflow ofa user. Each stage may require different values to be supplied by a userand provide different command verbs a user may use to change the tasksperformed by the workflow and stage of the workflow the user is on. Inembodiments, skill workflows may include rules. Rules may determine howa user may transition through workflow stages and ensure required valuesare specified or defaulted. FIG. 2G depicts a three-stage example of ahigh-level recipe workflow. In a first stage 320, a user selects arecipe skill then moves to stage 1. Stage 1 requires a user to inputvalues for recipe name and quantity. In stage 1 a user is also promptedto enter allergies as an optional input value. The workflow thenproceeds to stage 2 322. In stage 2 322, a user is presented a shortlistof recipes and an option to accept their name or number. In stage 2 322a user is also presented with a command option to go back in theworkflow to change previous choices once a recipe is selected. Theworkflow then proceeds to stage 3 324. In stage 3 324, a user progressesthrough being presented with the recipe instructions, including commandssuch as next instruction, repeat instruction, start again and the like.

In embodiments, it may be possible to render a scene in stereo, as allvisual elements in a scene tree may pass through a unified 3D pipeline.Any positional data from head mounted or phone tracking in the realworld may also be supplied to the engine to modify the renderingviewport, so as to match the correct orientation, position, and field ofview.

In embodiments, the ability to pick strategies may be provided to locateobjects in a 3D scene using only a 2D x/y coordinate relative to acurrent view. This may allow users to interact with a GUI by clicking orpointing at it. Pointing may also include a direction vector which maybe raycast until an item in the scene is hit.

In embodiments, a 3D UI may utilize a minimal transformation strategy toaccommodate that the scene has not changed and the projection may onlyhave moved in the X-axis. Primarily a CPU side scene tree transformationmay be simplified with a reduced transformation space for each eye andas a special GUI optimization a 3D UI may keep items for each eye thatexist on the zero 2D plane as they have identical vertexes. The zeroplane is important, as this is the most comfortable zone for users. Assuch, the zero plane may be set up at the focal distance for the givenstereo hardware and provides perfect convergence. For example, taskssuch as reading text and interacting with forms are ideally placed atthe zero plane.

In embodiments, a 3D UI may provide a mechanism to render binocular(stereo) views from a single stream of OpenGL rendering commands.Vertex, tessellation, and geometry shaders may output two positions foreach vertex corresponding to the two eye views. The positions from eachview may be sent to different viewports or layers or both. FIGS. 23A and23B depict examples of morph vertex animation performed by a GPU.

In embodiments, a 3D UI may support 3D input and user interfaces. A 3DUI may use hand proximity display menus and head proximity changedensity to support 3D input and user interfaces. Hand proximity displaymenus may respond to hand motions for example, as a hand nears anobject, menus may radiate, such as when a video thumbnail may show play,rewind and stop options. Head proximity change density may respond tohead motions for example, as a head gets closer to a screen the amountof content increases or as a head moves away from a screen key contentenlarges, while minor content bubbles off screen and content reflows.

In embodiments, a 3D UI may support content as a virtual window. Forexample, as a head moves relative to a screen, the screen may act like awindow. In this example, the content may be organized in concentricrectangles around the center, so a user can see more layers by movingcloser or moving relative to the screen. A user may also use a verticalhand and peeking gesture to reduce the amount of head movement required.

In embodiments, a 3D UI may support hysteresis for content density.Hysteresis for content density may reduce the flickering of informationbetween content zones using hysteresis to have overlapping close and farthresholds. This may give a user much more control while not penalizingsmall, natural movements of the body. Because of the parallax effects,content zones may need to have hysteresis in the horizontal and verticalaxis, as well as in depth. If the space on the left of the screen isconstrained, they may have metadata indicating they can reform on theright-hand side where there is more space, or even to shift othercontent to the side.

In embodiments, a 3D UI may support content density flexible reflow. Inan example, content density flexible reflow may use a non-orthogonalcamera to make the computer monitor act like a window. Then as a userapproaches, distant content may appear to the human eye to stay the samesize, but will occupy fewer square pixels on the monitor. Because ofparallax, this content, which is distant, will move left, right and upand down from center based on the user's head position. FIG. 24 depictsexamples of content density.

Content density flexible reflow is, therefore, more complex thantraditional reflow and the proposed method uses information nodes thatmay be connected in a tree structure. These information nodes may befitted and flowed into content zones that may be altered based on userorientation and distance from the screen. It is noted that nodes may notpop in and out of existence as the content zones will. Nodes may beanimated if their position changes, or fade in and out of existence toprovide the user a much clearer visual experience.

In embodiments, a tree structure for nodes may include a ‘replace’ tag.A ‘replace’ tag may allow a lower node to replace a parent node ratherthan augmenting it. For example, a news heading node may contain asub-node which is a paragraph summary. Then the paragraph summarycontains two sub-nodes, a fuller description and a photo. Because it isredundant to show the summary and the fuller article, the summary nodewill have the ‘replace’ tag set.

In embodiments, a 3D UI may include ghost hands, a user interfaceparadigm for using 2D and 3D user interfaces with fingertips. Ghosthands may be used in both desktop and VR scenarios. For example, one ortwo ghost hands may be mounted in the bezel of a laptop or tablet wherea 3D camera is mounted onto a stereo headset facing outward. Existingskeletal tracking solutions have problems where the final, inversekinematic phase, which attempts to rectify the skeleton, will almostalways reposition joints including the final position of the fingertips.Thus, displayed joints are almost always pushed off center and oftenoutside of the silhouette. This may cause inaccuracy and/or jitterbetween frames. Hands which are only partially in view, as depicted inFIG. 25, are a very common occurrence when the hand is close to thecamera and filling a lot of the view. This seriously breaks thestability of the skeletal approach making it very difficult to use forinteraction. Users do not get clear feedback on why the hand tracking isfailing as they are still clearly holding their hand up in front of thecamera frustum (which may be a result of only a partial match).Accessibility to the bottom of the screen may, thus, be impossible withthis approach.

Equally, falling back to ‘hand center’ approaches, as depicted in FIGS.26A and 26B, is also broken as the external shape of the hand changes alot, and finding a stable center of the blob for a ‘cursor’ ischallenging—even selecting from 4 or 5 items horizontally is difficultto do with a 640×480 depth buffer. In particular, closing the fingers ofthe hand into a fist, as depicted in FIGS. 27A and 27B, has a number ofproblems for skeletal systems where the center of the hand moves, andfinger bones are left in an ambiguous position. Children's hands,endomorphic versus ectomorphic hand types, and long sleeves all providespecific challenges for skeletal trackers often resulting in quite noisyresults. Ghost hands may provide a machine vision fingertip trackingcapability and a gesture library which can detect taps, wiggles, swipesand dwells. Ghost hands may also have a UI library for visualizing thehands and fingertips of users' hands and fingertips as if seen in atransparent mirror. Ghost hands may also show the state of fingertips.Ghost hands may allow for sub pixel accuracy, per frame accuracy with nolag, and very natural feedback for users.

In embodiments, ghost hands may be configured to overlay a transparentview of raw depth data that may have been thresholded on the view of theusers' view, for example on screen or in stereo corrected view per eye.Thresholding may allow for a normal range of hand motion near thecamera, but should fall off visually as users get too far away so thatusers can be guided back into the correct distance from the camera.

In embodiments, a cursor or crosshairs may be presented to a user oneach of the detected digit tips at a smooth 60 fps. Cursors orcrosshairs presented to a user in this way may be referred to asfingertip cursors. Fingertip cursors may be used for interaction with 2Dand 3D user interface elements and may have icon and color indicationsof their state.

For stereo views, a flattened hand visualization may converge at theexact same depth as a heads-up display (HUD) so there is no ambiguity inpicking the interface elements. In a full 3D UI, a z buffer may be usedto suitably distort the view for one or both of the eye views dependingon how the z buffer view has been generated. For example, structuredlight or stereopsis based techniques will have one eye already correct,time of flight may require distorting each view by half of the oculardistance.

Because VR currently has a fixed projection/display distance, closerange focus cannot be used as a cue. Close range stereo is not ideal forthe human visual system to align hands with objects in a 3D world. Onesolution is to show the fingertip cursors converging on the UI HUD planewhile the hand/fingers retain their stereo nature. The benefit ofkeeping the fingertip cursors and UI converged is that the usabilitywill be much better and more natural.

In embodiments, ghost hands may be configured to support virtual realityuse cases, as desktop use cases will often have hands reaching up intothe view with potentially only the fingertips visible, making thisapproach ideal. Simplicity and repeatability are critical for userinterface interactions. With ghost hands and a z buffer (640×480), itshould be possible to accurately pick one of 26 items horizontally on ascreen, such as keys on a piano keyboard, at a repeatability of over98%. A clear user mental model and immediate feedback from a UI isrequired for discoverability and usability. Ghost hands make it easy forusers to understand how they interact. The ability to have fingertipslow on the view makes it easy to access the whole user interface.

In embodiments, ghost hands may be configured to enable fingertipgestures. Fingertip gestures may include hover, dwell, tap and pointmetaphors, swipes, dwell to lock/select and then drag, finger todrag/paint and gravity well. Swipes over an active area may be passed tothe underlying object. Dwell to lock/select and then drag may includeshaking or moving out of view to, for example, show a tether line whilelocked/selected. In a gravity-simulating gestural interface, a hovercursor may snap to the nearest UI element as if there is a gravityeffect, for example, the closer to the UI the more tightly it snaps.This may give the user additional support in picking UI elements wherethey are required to tap or tilt the finger which may move the cursor.This effect may be disabled when in other modes like dragging orpainting.

In embodiments, fingertip gestures may include five or four digitgestures. Five or four digit gestures may include open hand to rotate,panning left, right, up and down and push and pull into screen gestures.Detecting an open hand to rotate gesture may include detecting four orfive digits in a high five pose. When a change in rotation is detected,the 3D UI may rotate the locked/selected item in the z axis. Panningleft, right, up and down with four fingers in a row may act as x, yscrolling/rotating gesture for a locked/selected item. Push and pullinto a screen may act as a modifier gesture on a locked/selected item,for example two common modifiers would be rotating around the x axis orscaling in overall size.

In embodiments, a 3D UI may include halo fingertip detection. Atraditional fingertip detector using contour tracking is good atdetecting fingertips, but has some computational challenges when findingthe center of the fingertip. In contrast, a halo fingertip detectionapproach may be kernel based. In this way, the 3D UI may take advantageof a GPU, with a core motivation to generate extremely accurate andstable centroids for fingertips. Halo fingertip detection may thresholdthe depth data so hands are the only likely objects in the view, asdepicted in FIG. 28A.

Halo fingertip detection may run a modified morphological operator toerode edges based on curvature, for example using z value differences a3D UI may estimate a normal vector, hence detect edges of fingers andensure that even fingers held tightly side by side will be separated.

Halo fingertip detection may run a modified morphological operator toinfill holes and average z values. Halo fingertip detection may run acoloring fill over the remaining blobs so overlapping hands can beseparated and identified, as depicted in FIG. 28B.

In embodiments, halo fingertip detection may run a sparse kernelconsisting of a series of concentric rings. This may be used as a fastfirst pass to identify the best fingertip candidates at a range ofscales, as the finger will appear larger in the camera view the closerit is to the camera. These rings may be looking for an occupancy patternwhere the internal rings are fully occupied and then a subsequent ringhas a halo with very few values, checking only the blob color from thecenter rings, for example treating other blobs as non-occupied pixels,as depicted in FIG. 28C. From the list of best matches, a full kernelmay be run over a fingertip to establish the best fit circle whichcovers the tip of the finger. The pixels inside the circle may beaveraged for x, y and z values. At a midrange from the camera with a640×480 buffer, a fingertip is roughly 60×80=4800 pixels in size. Thismay generate a centroid which may be accurate to a 5th of a pixel on a640×480 buffer with strong spatial coherency between frames as the ringsmay keep a constant fit at the tip despite noise in the silhouette. Theoccupancy of an outer ring at 2 x radius of the fit of the fingertip maybe used to determine the angle in 2D space of the finger, i.e., thecompass angle. The z sample from a boundary may be used to determine thez gradient of the fingertip, from finger to tip, to determine if it isfacing into, flat, or out of the view. Some ‘fingers’ may be rejected ifthe radius and the z distance are outside the scale expected from humanchild/adult fingertips. Temporal tracking with a simple motion predictoris used to identify fingertips between frames to ensure a consisted IDnumber is passed back to the underlying software, as depicted in FIG.28D. ID numbers may be recycled when a finger is not detected for atleast 2 frames. This may feed into a gesture processing system.

The following is an example of Halo fingertip pseudo code—

Function process_fingertips_per_frame( ) { buffer = Read_z_data( )z_buffer = pack_texture(buffer) gpu_buffer = transfer_to_GPU(z_buffer)threshold(gpu_buffer, maximum_z_distance) z_erode(gpu_buffer,z_delta_erode_ratio) z_fill_smooth(gpu_buffer, kernel_size, amount)color_blob_id(gpu_buffer, minimum_blob_pixels) candidate_list =sparse_halo(gpu_buffer) loop (candidate_list) { vector3_position_list,vector3_angle_list =   fit_halo(candidate_list_entry) { } Functionsparse_halo(gpu_buffer) {     foreach_pixel(gpu_buffer)     {      center_pixel = pixels(center_vector)       foreach_ring( )       {        z_occupancy[ring] = pixels(sample_vectors)       }       ifz_occupancy[inner_rings] == high &&         z_occupancy[outer_rings] ==low       {         candidate_list += center_vector }     }     returncandidate_list } Function fit_halo(vector candidate_list_entry) {foreach_pixel_in_search_space(gpu_buffer)     { foreach_ring( )       {        z_occupancy[ring] = pixels(full_circle)       }       ifz_occupancy[inner_rings] == high &&         z_occupancy[outer_rings] ==low &&         ring_scale > min && ring_scale < max       {        vector3_position_list += precise_center_vectorvector3_angle_list += angle_vector }     } return vector3_position_list,vector3_angle_list }

In an example of halo fingertip detection and referring to FIG. 29A,fingers tilted forward (tilt) or currently being moved toward the screenin the Z-axis (tap) will show with a highlight 2902 indicating they areactivating the piano key they are directly above. In another example ofhalo finger tracking and as depicted in FIG. 29B, by tracking fingertipsthe same camera used to scan the world (for augmented reality scenarios)can be used. A user does not need to have their hand completely in view.With the ghost hands approach, fingertips may show up clearly, whiletraditional skeletal tracking faces ambiguous skeletal poses of the backof the hand.

In embodiments, the application system 100 may include the engine 102.The engine 102 may connect to an editor and engine editor and runtimeinfrastructure 104, the declarative language 140, cloud services 142,third party modules 146, and the visual editor 108. The editor andengine editor and runtime infrastructure 104 may connect to the engineuser interface (UI) 106. The engine UI 106 may connect to aviewer/portal 144 and an avatar interaction engine 148.

As depicted throughout this disclosure and in some embodiments, theapplication system 100 may include the engine 102 that unifies thecreation, editing and deployment of an application across endpointdevices, including endpoint devices that run heterogeneous operatingsystems. Thus, an app created in the application system 100 canautomatically operate, without creation of separate versions, ondifferent mobile operating platforms, such as Android™ and IOS™platforms.

In embodiments, the engine 102 may be configured to support a multi-userinfrastructure by which, for example, different users of the engine mayedit a scene tree description 124 for an application 150 or otherwisecollaborate to create an application. Each user may edit the scene treedescription 124 for the application simultaneously with other users ofthe visual editor 108. In embodiments, a user may edit the scene treedescription 124 for the application 150 simultaneously with other usersof the visual editor 108 or users of the runtime of the application 150.Any rendered depictions (e.g., simulations) of the behavior of objectsin the application 150 may appear the same to all users of the visualeditor 108 and/or of the runtime infrastructure 104 of the application150.

In embodiments, the engine 102 may share the editor and runtimeinfrastructure 104 for the code that implements the application 150. Thesame engine 102 may be used for both editing and running theapplication, using the same editor and runtime infrastructure 104.

In embodiments, the engine 102 may include a visual code editingenvironment, also referred to as a visual editor 108 throughout thisdisclosure. The visual editor 108 may allow a developer to codehigh-level application functions, including how an application 150 willuse the CPU/GPU of an endpoint device that runs the application 150, toenable optimization of the performance of the application 150.

In embodiments, the engine 102 may include a gaming engine 119 to handlemachine code across different operating system platforms, within thesame editor interface. The engine 102 may include a plug-in system 121,such as a JavaScript plug-in system, a visual editor 108, a script layer134 and additional engines, such as a serialization engine, browserengine 226 or 3D engine 164, to simulate and run of code developed usingthe application system 100. The engine 102 may include a sharedsimulation of the runtime behavior of the application 150 that is beingedited by the visual editor 108.

In embodiments, the engine 102 may include a declarative language (alsoreferred to as a dynamic language 140 in this disclosure). Inembodiments, the declarative language 140 may describe a scene tree. Thedeclarative language may describe a scene tree using a scene treedescription 124. The scene tree description 124 may specify the pagelayout of an application 150 and the structure of interactions amongapplication elements in response to user input. The engine 102 mayinclude a coding environment, such as a content and application creator109, that includes the dynamic language 140, in which the runtime andthe editor for the application may be compiled by an LLVM compiler 136.The engine 102 may include the ability to express logic for applicationbehavior, as well as presentation layer layouts of visual elements forthe application 150, in the same declarative language 140. Thedeclarative language 140 may include object classes and methods. Objectclasses and methods may allow a developer to specify conversationalinterfaces and natural language endpoints. Conversational interfaces andnatural language endpoints may be used as inputs to create anemotionally responsive avatar for integration into a system that usesthe avatar. The conversational interface and natural language endpointsmay be received as inputs and the avatar may be created using an avatarinteraction and rendering engine 148 of the engine 102.

In embodiments, the engine 102 may use or include a domain-specificlanguage. The same domain-specific language may be used for the editorand runtime infrastructure 104 and file management for applications 150developed using the application system 100.

In embodiments, the engine 102 may include an application developmentlanguage. The application development language may include named statesand support an unlimited number of named states. Named states may beadded to an object or object class which may encapsulate properties ormethods. The application development language may be extended with newobject classes, methods, properties and events. Methods, properties andevents may expose device features across devices. Devices may use thesame or different operating system platforms. The applicationdevelopment language may include a domain-specific language for visualexperience creation.

In embodiments, the engine 102 may include a development environment,such as a content and application creator 109. The content andapplication creator 109 may include or connect to a viewer/portal 144. Aviewer/portal may be a private portal. The private portal may publishapplications 150 from the development environment without requiringdeployment through an app store, for example. The content andapplication creator 109 may connect to the engine 102 through an engineAPI 114.

In embodiments, the engine 102 may include an avatar class operatingwith JavaScript, such as within an avatar interaction and renderingengine 148. The avatar interaction and rendering engine 148 may specifyparameters for speech synthesis and 3D animation for an avatar.

In embodiments, the engine 102 may include or connect to an engine userinterface 106. The engine user interface 106 may enable non-technicalusers to specify variations 190. Variations 190 may be variations ofobjects visually presented in applications 150.

In embodiments, the engine 102 user interface 106 may allow users tomanage the state of one or more objects that may be used to create avisual presentation for an application 150. The engine user interface106 may also include one or more interfaces for handling inputparameters for 3D content and other input parameters. Other inputparameters may include content density parameters, hand proximitydisplay parameters, head proximity change density parameters, content asa virtual window parameter, hysteresis for content density parameters,content density parameters and the like. In embodiments, the engine userinterface 106 may include support for 3D content generation. 3D contentgeneration may be generated by a 3D engine 164. The engine userinterface 106 may include support for 3D content generation may includethe ability for a user of the engine user interface 106 to hot key, inorder to identify the object and properties of a 3D object for theapplication. The 3D engine 164 may include an editor for handling 3Dmachine vision input. 3D machine vision input may manage colorinformation and information relating to a distance from a defined pointin space. The engine user interface 106 may also include an applicationsimulation user interface. The application simulation user interface mayshare the infrastructure and engine for the code that implements anapplication 150. The application simulation interface may connect to thevisual editor 108.

In embodiments, the editor and runtime infrastructure 104 and the engine102 may allow for the creation, editing and running of an application150 that includes both 2D and 3D elements. The editor and runtimeinfrastructure 104 may use a hybrid scene tree description 124 thatincludes 2D and 3D elements that may be rendered, composited andinteracted within the same visual scene of an application 150.

The editor and runtime infrastructure 104 may allow for a scene treedescription for an application 150 to be edited simultaneously bymultiple users of the editor and runtime infrastructure 104 of theapplication 150, such that rendered simulations may appear the same toall users.

In embodiments, the editor and runtime infrastructure 104 may connect tothe visual editor 108. The visual editor 108 may allow a developer tocode high-level application functions and may define how an application150 may use the CPU/GPU of an endpoint device that runs the application150, to enable optimization of application performance.

In embodiments, the engine user interface 106 may include support forthe simulation of an application 150. The engine user interface 106 mayshare the editor and runtime infrastructure 104 and engine 102 for thecode that implements the application 150. The editor and runtimeinfrastructure 104 may include a visual editor 108 that may use the sameengine 102 for editing and running the application 150.

In embodiments, the engine 102 may include a gaming engine 119. Thegaming engine 119 may handle machine code across different operatingsystem platforms within the same engine user interface 106. The editorand runtime infrastructure 104 may include a plug-in system 121, forexample, a JavaScript plug-in system, a visual editor 108, a scriptlayer 134 and an engine, such as a serialization engine 112, forsimulation and running of code developed using the application system100.

In embodiments, the visual editor 108 may include a shared editingenvironment. The shared editing environment may enable real time,multi-user, simultaneous development, including shared simulation of theruntime behavior of the application 150 that is being edited. The sharedediting environment may be synchronized by a multi-user layer syncapplication and asset system 120. The visual editor 108 may includesupport for the dynamic language 140, private portal, editing engine,object classes, 3D content, 3D content generation user interface andhybrid 2D and 3D scene trees as described previously in this disclosure.

In embodiments, an application system 100 is provided having an enginethat unifies the creation, editing and deployment of an applicationacross endpoint devices that run heterogeneous operating systems. Inembodiments, an application system 100 is provided having an engine thatunifies the creation, editing and deployment of an application acrossendpoint devices that run heterogeneous operating systems and having amulti-user infrastructure that allows the editor to edit a scene treefor an application simultaneously with other users of the editor orusers of the runtime of the application such that rendered simulationsappear the same to all users. In embodiments, an application system 100is provided having an engine that unifies the creation, editing anddeployment of an application across endpoint devices that runheterogeneous operating systems and having a user interface forsimulation of an application that shares the infrastructure and enginefor the code that implements the application. In embodiments, anapplication system 100 is provided having an engine that unifies thecreation, editing and deployment of an application across endpointdevices that run heterogeneous operating systems and having a visualcode editing environment that uses the same engine for editing andrunning an application. In embodiments, an application system 100 isprovided having an engine that unifies the creation, editing anddeployment of an application across endpoint devices that runheterogeneous operating systems and having a visual code editingenvironment wherein a developer can code high-level applicationfunctions and can code how an application will use the CPU/GPU of anendpoint device that runs the application to enable optimization ofapplication performance. In embodiments, an application system isprovided having an engine that unifies the creation, editing anddeployment of an application across endpoint devices that runheterogeneous operating systems and having a visual code editingenvironment that uses a gaming engine to handle machine code acrossdifferent operating system platforms within the same editor interface.In embodiments, an application system is provided having an engine thatunifies the creation, editing and deployment of an application acrossendpoint devices that run heterogeneous operating systems and having aJavaScript Plug-In system, an editor, a script layer and an engine forsimulation and running of code developed using the system. Inembodiments, an application system is provided having an engine thatunifies the creation, editing and deployment of an application acrossendpoint devices that run heterogeneous operating systems and having ashared editing environment enabling real time, multi-user, simultaneousdevelopment, including shared simulation of the runtime behavior of anapplication that is being edited. In embodiments, an application systemis provided having an engine that unifies the creation, editing anddeployment of an application across endpoint devices that runheterogeneous operating systems and having a declarative language thatis used to describe a scene tree that specifies the page layout of anapplication and the structure of interactions among application elementsin response to user input. In embodiments, an application system isprovided having an engine that unifies the creation, editing anddeployment of an application across endpoint devices that runheterogeneous operating systems and having a coding environment with adeclarative language in which the runtime and the editor for anapplication are compiled by LLVM. In embodiments, an application systemis provided having an engine that unifies the creation, editing anddeployment of an application across endpoint devices that runheterogeneous operating systems and having the ability to express logicfor application behavior and presentation layer layouts of visualelements for the application in the same declarative language. Inembodiments, an application system is provided having an engine thatunifies the creation, editing and deployment of an application acrossendpoint devices that run heterogeneous operating systems and having thesame domain-specific language for an editor, a runtime and filemanagement for applications developed using the system. In embodiments,an application system is provided having an engine that unifies thecreation, editing and deployment of an application across endpointdevices that run heterogeneous operating systems and having adevelopment language with unlimited named states that can be added to anobject or object class which can encapsulate properties or methods. Inembodiments, an application system is provided having an engine thatunifies the creation, editing and deployment of an application acrossendpoint devices that run heterogeneous operating systems and having anapplication development language designed to be extended with new objectclasses with methods, properties and events which can expose devicefeatures across devices using different operating system platforms. Inembodiments, an application system is provided having an engine thatunifies the creation, editing and deployment of an application acrossendpoint devices that run heterogeneous operating systems and having adomain-specific language for visual experience creation. In embodiments,an application system is provided having an engine that unifies thecreation, editing and deployment of an application across endpointdevices that run heterogeneous operating systems and having a privateportal within a development environment to publish applications from thedevelopment environment without requiring deployment through an appstore. In embodiments, an application system is provided having anengine that unifies the creation, editing and deployment of anapplication across endpoint devices that run heterogeneous operatingsystems and having an editing engine within a development environmentthat includes an avatar class operating with JavaScript, wherein theavatar class specifies parameter for speech synthesis and 3D animationfor an avatar. In embodiments, an application system is provided havingan engine that unifies the creation, editing and deployment of anapplication across endpoint devices that run heterogeneous operatingsystems and having a declarative language with object classes andmethods that allow a developer to specify conversational interfaces andnatural language endpoints to create an emotionally responsive avatarfor integration into a system that uses the avatar. In embodiments, anapplication system is provided having an engine that unifies thecreation, editing and deployment of an application across endpointdevices that run heterogeneous operating systems and having a userinterface that enables non-technical users to specify variations ofvisually presented objects in an application. In embodiments, anapplication system is provided having an engine that unifies thecreation, editing and deployment of an application across endpointdevices that run heterogeneous operating systems and having a variationsuser interface layer that allows users to manage the state of one ormore objects that are used to create a visual presentation for anapplication. In embodiments, an application system is provided having anengine that unifies the creation, editing and deployment of anapplication across endpoint devices that run heterogeneous operatingsystems and having one or more interfaces for handling input parametersfor 3D content, the input parameters selected from the group consistingof content density, hand proximity display, head proximity changedensity, content as a virtual window, hysteresis for content density,and content density. In embodiments, an application system is providedhaving an engine that unifies the creation, editing and deployment of anapplication across endpoint devices that run heterogeneous operatingsystems and having a user interface for 3D content generation includingthe ability to hot key to identify the object and properties of a 3Dobject for an application. In embodiments, an application system isprovided having an engine that unifies the creation, editing anddeployment of an application across endpoint devices that runheterogeneous operating systems and having an engine and editor forhandling 3D machine vision input that manages color information andinformation relating to distance from a defined point in space. Inembodiments, an application system is provided having an engine thatunifies the creation, editing and deployment of an application acrossendpoint devices that run heterogeneous operating systems and having aneditor and engine for creating, editing and running an application thathas 2D and 3D elements, wherein the editor uses a hybrid scene treesystem that includes 2D and 3D elements that can be rendered, compositedand interacted within the same visual scene.

In embodiments, an application system is provided having a multi-userinfrastructure that allows the editor to edit a scene tree for anapplication simultaneously with other users of the editor or users ofthe runtime of the application such that rendered simulations appear thesame to all users. In embodiments, an application system is providedhaving a multi-user infrastructure that allows the editor to edit ascene tree for an application simultaneously with other users of theeditor or users of the runtime of the application such that renderedsimulations appear the same to all users and having a user interface forsimulation of an application that shares the infrastructure and enginefor the code that implements the application. In embodiments, anapplication system is provided having a multi-user infrastructure thatallows the editor to edit a scene tree for an application simultaneouslywith other users of the editor or users of the runtime of theapplication such that rendered simulations appear the same to all usersand having a visual code editing environment that uses the same enginefor editing and running an application. In embodiments, an applicationsystem is provided having a multi-user infrastructure that allows theeditor to edit a scene tree for an application simultaneously with otherusers of the editor or users of the runtime of the application such thatrendered simulations appear the same to all users and having a visualcode editing environment wherein a developer can code high-levelapplication functions and can code how an application will use theCPU/GPU of an endpoint device that runs the application to enableoptimization of application performance. In embodiments, an applicationsystem is provided having a multi-user infrastructure that allows theeditor to edit a scene tree for an application simultaneously with otherusers of the editor or users of the runtime of the application such thatrendered simulations appear the same to all users and having a visualcode editing environment that uses a gaming engine to handle machinecode across different operating system platforms within the same editorinterface. In embodiments, an application system is provided having amulti-user infrastructure that allows the editor to edit a scene treefor an application simultaneously with other users of the editor orusers of the runtime of the application such that rendered simulationsappear the same to all users and having a JavaScript Plug-In system, aneditor, a script layer and an engine for simulation and running of codedeveloped using the system. In embodiments, an application system isprovided having a multi-user infrastructure that allows the editor toedit a scene tree for an application simultaneously with other users ofthe editor or users of the runtime of the application such that renderedsimulations appear the same to all users and having a shared editingenvironment enabling real time, multi-user, simultaneous development,including shared simulation of the runtime behavior of an applicationthat is being edited. In embodiments, an application system is providedhaving a multi-user infrastructure that allows the editor to edit ascene tree for an application simultaneously with other users of theeditor or users of the runtime of the application such that renderedsimulations appear the same to all users and having a declarativelanguage that is used to describe a scene tree that specifies the pagelayout of an application and the structure of interactions amongapplication elements in response to user input. In embodiments, anapplication system is provided having a multi-user infrastructure thatallows the editor to edit a scene tree for an application simultaneouslywith other users of the editor or users of the runtime of theapplication such that rendered simulations appear the same to all usersand having a coding environment with a declarative language in which theruntime and the editor for an application are compiled by LLVM. Inembodiments, an application system is provided having a multi-userinfrastructure that allows the editor to edit a scene tree for anapplication simultaneously with other users of the editor or users ofthe runtime of the application such that rendered simulations appear thesame to all users and having the ability to express logic forapplication behavior and presentation layer layouts of visual elementsfor the application in the same declarative language. In embodiments, anapplication system is provided having a multi-user infrastructure thatallows the editor to edit a scene tree for an application simultaneouslywith other users of the editor or users of the runtime of theapplication such that rendered simulations appear the same to all usersand having the same domain-specific language for an editor, a runtimeand file management for applications developed using the system. Inembodiments, an application system is provided having a multi-userinfrastructure that allows the editor to edit a scene tree for anapplication simultaneously with other users of the editor or users ofthe runtime of the application such that rendered simulations appear thesame to all users and having a development language with unlimited namedstates that can be added to an object or object class which canencapsulate properties or methods. In embodiments, an application systemis provided having a multi-user infrastructure that allows the editor toedit a scene tree for an application simultaneously with other users ofthe editor or users of the runtime of the application such that renderedsimulations appear the same to all users and having an applicationdevelopment language designed to be extended with new object classeswith methods, properties and events which can expose device featuresacross devices using different operating system platforms. Inembodiments, an application system is provided having a multi-userinfrastructure that allows the editor to edit a scene tree for anapplication simultaneously with other users of the editor or users ofthe runtime of the application such that rendered simulations appear thesame to all users and having a domain-specific language for visualexperience creation. In embodiments, an application system is providedhaving a multi-user infrastructure that allows the editor to edit ascene tree for an application simultaneously with other users of theeditor or users of the runtime of the application such that renderedsimulations appear the same to all users and having a private portalwithin a development environment to publish applications from thedevelopment environment without requiring deployment through an appstore. In embodiments, an application system is provided having amulti-user infrastructure that allows the editor to edit a scene treefor an application simultaneously with other users of the editor orusers of the runtime of the application such that rendered simulationsappear the same to all users and having an editing engine within adevelopment environment that includes an avatar class operating withJavaScript, wherein the avatar class specifies parameter for speechsynthesis and 3D animation for an avatar. In embodiments, an applicationsystem is provided having a multi-user infrastructure that allows theeditor to edit a scene tree for an application simultaneously with otherusers of the editor or users of the runtime of the application such thatrendered simulations appear the same to all users and having adeclarative language with object classes and methods that allow adeveloper to specify conversational interfaces and natural languageendpoints to create an emotionally responsive avatar for integrationinto a system that uses the avatar. In embodiments, an applicationsystem is provided having a multi-user infrastructure that allows theeditor to edit a scene tree for an application simultaneously with otherusers of the editor or users of the runtime of the application such thatrendered simulations appear the same to all users and having a userinterface that enables non-technical users to specify variations ofvisually presented objects in an application. In embodiments, anapplication system is provided having a multi-user infrastructure thatallows the editor to edit a scene tree for an application simultaneouslywith other users of the editor or users of the runtime of theapplication such that rendered simulations appear the same to all usersand having a variations user interface layer that allows users to managethe state of one or more objects that are used to create a visualpresentation for an application. In embodiments, an application systemis provided having a multi-user infrastructure that allows the editor toedit a scene tree for an application simultaneously with other users ofthe editor or users of the runtime of the application such that renderedsimulations appear the same to all users and having one or moreinterfaces for handling input parameters for 3D content, the inputparameters selected from the group consisting of content density, handproximity display, head proximity change density, content as a virtualwindow, hysteresis for content density, and content density. Inembodiments, an application system is provided having a multi-userinfrastructure that allows the editor to edit a scene tree for anapplication simultaneously with other users of the editor or users ofthe runtime of the application such that rendered simulations appear thesame to all users and having a user interface for 3D content generationincluding the ability to hot key to identify the object and propertiesof a 3D object for an application. In embodiments, an application systemis provided having a multi-user infrastructure that allows the editor toedit a scene tree for an application simultaneously with other users ofthe editor or users of the runtime of the application such that renderedsimulations appear the same to all users and having an engine and editorfor handling 3D machine vision input that manages color information andinformation relating to distance from a defined point in space. Inembodiments, an application system is provided having a multi-userinfrastructure that allows the editor to edit a scene tree for anapplication simultaneously with other users of the editor or users ofthe runtime of the application such that rendered simulations appear thesame to all users and having an editor and engine for creating, editingand running an application that has 2D and 3D elements, wherein theeditor uses a hybrid scene tree system that includes 2D and 3D elementsthat can be rendered, composited and interacted within the same visualscene.

In embodiments, an application system is provided having a userinterface for simulation of an application that shares theinfrastructure and engine for the code that implements the application.In embodiments, an application system is provided having a userinterface for simulation of an application that shares theinfrastructure and engine for the code that implements the applicationand having a visual code editing environment that uses the same enginefor editing and running an application. In embodiments, an applicationsystem is provided having a user interface for simulation of anapplication that shares the infrastructure and engine for the code thatimplements the application and having a visual code editing environmentwherein a developer can code high-level application functions and cancode how an application will use the CPU/GPU of an endpoint device thatruns the application to enable optimization of application performance.In embodiments, an application system is provided having a userinterface for simulation of an application that shares theinfrastructure and engine for the code that implements the applicationand having a visual code editing environment that uses a gaming engineto handle machine code across different operating system platformswithin the same editor interface. In embodiments, an application systemis provided having a user interface for simulation of an applicationthat shares the infrastructure and engine for the code that implementsthe application and having a JavaScript Plug-In system, an editor, ascript layer and an engine for simulation and running of code developedusing the system.

In embodiments, creating, sharing, and managing digital content, such asfor experiencing on a plurality of different digital device end pointsin a network may be accomplished by a system that incorporates a visualediting environment with a code execution environment that work togetherto enable at least one of creation, delivery, and editing of a digitalasset during runtime of the asset. The combination may further enable aplurality of end users using different devices to concurrentlyexperience the same behavior of the digital asset during its creationand its editing. In embodiments, the visual editing environment mayenable a developer to create and edit code controlling a digital contentasset. In embodiments, the code execution engine may operate in thevisual editing environment, such as on the created code to controlexecution of hardware elements, such as a hardware infrastructureelement that enables utilization of the digital content asset.

In embodiments, a system that combines the visual editing environmentand the code execution engine to enable creation-time and editing-timeconsistent behavior across different devices may include the visualediting environment interacting with the code execution engine during,for example creation of digital content asset management code. Inembodiments, a user interacting with the visual editing environment may,such as through graphical manipulation of a digital content asset, mayeffectively be producing code that the code execution engine responds toby executing it to cause visual effects in the visual editingenvironment, and the like. The code execution engine may be configuredto respond to the produced code with data and graphic manipulationfunctions for each different device based, for example on deviceidentification information, such as the type of operating system thatthe different devices are executing, and the like.

In embodiments, the code execution engine that works cooperatively withthe visual editing environment to facilitate presenting consistentbehavior of the digital content asset on different devices may be thesame code execution engine that supports runtime operation of anapplication that uses the digital content asset control code generatedwith the visual editing environment. In embodiments, the code executionengine may operate in association with an executable container that mayinclude digital content assets, such as to enable viewing the digitalcontent assets with a viewer that, based at least in part on the codeexecution engine facilitates the consistent digital content assetbehavior across the different devices, such as end point devices in anetwork and the like. In embodiments, the visual editing environment mayfacilitate multiple users and/or groups to simultaneously create codefor controlling a digital content asset. The visual editing environmentmay benefit from the code execution engine managing utilization of aCPU, a GPU, or the like, for digital content asset and optionallygeneral software code development. In embodiments, the visual editingenvironment may include capabilities for use of a gaming engine,including for coding gaming behavior of hardware and softwarecomponents, including operating system and hardware platforms. Inembodiments, the visual editing environment may enable creating andediting a digital content asset control application in declarativelanguage that may facilitate specifying control of machine behavior of adevice, the abstraction of input types across operating system types,the capability for control of visual presentation layer behavior ofobjects across a plurality of operating system platform types, and thelike.

In embodiments, the visual editing environment may incorporate and/or beaccessible through a user interface that may provide access to thefunctions of the visual editing environment including without limitationdigital content asset functions of creating, editing, sharing, managing,publishing, and the like. The visual editing environment, such asthrough the user interface may facilitate presentation of the digitalcontent asset and its behavior by interacting with the code executionengine, such as through code execution engine Application ProgrammingInterface (API). In embodiments, the visual editing environment mayfacilitate the users of the different devices to simultaneouslyexperience the same behavior of the digital content asset through amulti-user synchronization system that may operate as part of the visualediting environment to allow, among other things simultaneousexperience, editing, and the like. In embodiments, multiple instances ofthe visual editing environment may be active on a portion of thedifferent devices and may be synchronized via the multi-usersynchronization system.

In embodiments, the visual editing environment may utilize the codeexecution engine as fully compiled code, which may facilitate achievingthe simultaneous experience of the same behavior for different devices,such as tablets and the like that may not support runtime compilation,and the like.

In embodiments, a code execution engine of a system for creating,sharing and managing digital content may control utilization of hardwareresources of the different devices, such as CPUs, GPUs and the like.Utilization of, for example, CPUs of some of the different devices, suchas hardware endpoint devices and the like may be controlled tofacilitate the simultaneous experience of the same behavior. In anexample of CPU utilization, a code execution engine may utilize agraphic drawing capability of a CPU on the devices so that the behaviorof the digital asset is experienced the same on the different devices.By controlling CPU utilization as in this example, differences that maybe experienced when using a CPU on a first device and a GPU on a seconddevice to perform a graphic display operation may be avoided. Inembodiments, CPU and GPU utilization control may further facilitatesimultaneous experience of users on different devices by, for example,allowing for rapid deployment of digital content asset behavior codeacross the devices without having to customize the deployment to utilizea CPU on a first device that does not have a GPU and an available GPU ona second device.

In embodiments, the code execution engine may operate with the visualediting environment during creation, editing, and the like as well asduring runtime of digital content asset code generated by use of thevisual editing environment. With the same code execution engineoperating during visual editing and during runtime, visual editing mayresult in generating code, such as digital content asset control codethat can control utilization of a CPU and/or GPU, such as by generatingcode execution control statements. Code execution control statements mayinclude hardware resource utilization statements that may directlycontrol utilization of different device hardware resources, such as aCPU, GPU, and the like. In embodiments, a language used in the visualediting environment, such as a declarative language that may bedescribed herein, may include hardware resource utilization statementsthat the code execution engine may execute or that may affect how thecode execution engine executes code, such as executing a graphicfunction with a CPU even when a GPU is available on the device, and thelike.

In embodiments, the code execution engine of the system for creating,sharing and managing digital content may further control utilization ofhardware resources for different aspects of hardware performance,including thermal performance, battery management, and the like. Inembodiments, the system may have access to instruction-level executionpower and thermal performance information for different devices.Device-specific instances of the code execution engine, for example, maybe represented at the instruction-level so that the impact on at leastone of thermal and power performance may be determined for eachinstruction that may be executed by the code execution engine on thedevices. The digital content asset control code created and/or edited,such as by a developer with the visual editing environment that the codeexecution engine will perform can be analyzed based on the power and/orthermal impact of each corresponding device-specific instruction. Theresult of this analysis may be a measure of the thermal and/or power(e.g., battery demand) impact on the device so that the impact may becontrolled. In embodiments, the analysis of the digital content assetcontrol code that the code execution engine may execute may suggestspecific code and/or execution control of that code, such as a specificsequence of instructions, a rate of execution of instructions, or thelike that may reduce or optimize thermal performance of the device. Inembodiments, optimizing thermal performance for a hardware resource ofone or more different devices for which utilization may be controlled,such as a CPU, a GPU and the like may be based on computation of athermal impact of executing a digital content asset control code set bya code execution engine. This thermal impact computation may include CPUutilization (e.g., execution rate and the like), GPU utilization, memoryutilization, and the like and may be determined by the thermal impact ofinstructions, such as CPU instructions from the digital content assetcontrol code, generated by a compiler. In embodiments, the thermalimpact computation may include compiled instructions generated from acode execution engine performing the digital content asset control codeon the device. In embodiments, thermal optimization may includeminimizing temperature rise of hardware resources of a device, such asthe CPU for a portion of the digital content asset control codegenerated by, for example, a developer in the visual editingenvironment, and the like. In embodiments, thermal optimization mayinclude achieving an average temperature rise during execution of aportion of the digital content asset control code by the code executionengine. This may include allowing portions of the digital content assetcontrol code being executed by the code execution engine to result in atemperature that exceeds an optimized average temperature, whileensuring that an average temperature rise while executing a specificportion of the digital content asset control code does not exceed theaverage. In embodiments, thermal optimization may include limiting atemperature rise of one or more hardware resources of a device, such asCPU, GPU, and the like from exceeding an optimized maximum temperature.This may include reducing a frequency of execution by the code executionengine where a higher frequency of execution would result in atemperature increase beyond the optimized maximum temperature.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content may further ensure consistent userexperience with the digital content asset, such as a consistent userexperience of the common behavior, over a plurality of operatingsystems. In embodiments, the code execution engine may govern executionof the digital content asset control code to provide the consistent userexperience. A consistent user experience may include a look and feel ofa user interface, a speed of control of a digital content asset,interaction elements in the user interface, and the like. A codeexecution engine may perform a runtime check of the operating system ofa device on which the code execution engine is executing the digitalcontent asset control code and adjust a sequence of instructions, aselection of instructions, and the like based on a result of the runtimeoperating system check. A code execution engine may limit selection ofinstructions to be generated by a compiler for each of a plurality ofdifferent operating systems so that instructions being executed ondifferent operating systems result in a consistent user experience. Inembodiments, a code execution engine may take an abstraction of a visualelement from a digital content asset control code and convert it into aset of instructions that ensure a consistent user experience acrossdifferent operating systems. This may take the form of graphicprimitives, and the like to generate a consistent visual element foreach operating system. In embodiments, an operating system native iconthat is used to activate an operating system function, such as rotatinga digital content asset in a graphical user interface may appeardifferently on different operating systems. One operating system mayshow a curved arrow along an edge of the digital content asset; yetanother operating system may show a circular icon along a central axisof the digital content asset. The code execution engine may, instead ofexecuting instructions that generate the native icon, may executeinstructions that generate a digital content asset rotation icon that isconsistent across different operating systems, independent of the nativeicon for this purpose that each operating system uses.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content may ensure simultaneous userexperience of the same behavior of the digital content asset by, forexample, decoupling the language from target system-specific resources,such as a device and/or operating system specific rendering engine andthe like. In embodiments, rendering actions, as may be represented by arendering layer of functionality, may be encoded into a language used inthe visual editing environment to generate digital content asset controlcode and the like. In this way, a digital content asset may perform thesame behavior on different devices, different operating systems, andcombinations thereof. In embodiments, the code execution engine mayfunction similarly to a gaming engine in that the combination of visualediting environment language and code output therefrom with the codeexecution engine define behaviors at a rendering level of the digitalcontent asset, such as 3D movements, and the like. In embodiments, thiscombination facilitates coding the users experience (e.g., how thedigital content asset will behave) with respect to the digital contentasset behavior at the time that the digital content asset control codeis generated in the visual editing environment. In this way, the codeexecution engine, which may function similarly to a gaming engine forthis specific aspect, may do the underlying work of making the behaviorconsistent, without a developer having to consider how any target deviceand/or operating system may need to be controlled to generate thedesired behavior.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content may govern execution of the codefor a consistent user experience, such as is described herein, across aplurality of mobile operating systems, including, without limitationoperating systems such as IOS™, ANDROID™, WINDOWS™, and the like. Mobileoperating systems may include their own look and feel, including howfundamental user interactions are performed. Governing execution of codeacross mobile operating systems may include adapting execution ofdigital content asset control code and the like so that, while the userexperience may not be the same across mobile operating systems, a userof an IOS™ based device may experience the digital content asset with alook and feel that a user experiences when using other mobileapplications on the device. In this way, a consistent user experiencemay be tailored to each individual mobile operating system so that thedigital content asset may effectively appear to have the same behavior,while the underlying user interface and mobile operating system nativecontrols may be preserved for each mobile operating system. This mayinvolve, for example, distinguishing digital content asset control codethat should be executed consistently on each mobile operating systemfrom code that should be directed to a mobile operating system specificuser experience. In embodiments, rotational behavior of a digitalcontent asset may be consistent across mobile operating systems, whereasthe controls for rotation may be operating system specific.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content may govern execution of the codefor a consistent user experience, such as is described herein, across aplurality of computer operating systems, including, without limitationoperating systems such as MAC™, LINUX™, WINDOWS™, and the like. Computeroperating systems may include their own look and feel, including howfundamental user interactions are performed. Governing execution of codeacross computer operating systems may include adapting execution ofdigital content asset control code and the like so that, while the userexperience may not be the same across computer operating systems, a userof an IOS™ based device may experience the digital content asset with alook and feel that a user experiences when using other computerapplications on the device. In this way, a consistent user experiencemay be tailored to each individual computer operating system so that thedigital content asset may effectively appear to have the same behavior,while the underlying user interface and computer operating system nativecontrols may be preserved for each computer operating system. This mayinvolve, for example, distinguishing digital content asset control codethat should be executed consistently on each computer operating systemfrom code that should be directed to a computer operating systemspecific user experience. In embodiments, rotational behavior of adigital content asset may be consistent across computer operatingsystems, whereas the controls for rotation may be operating systemspecific.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content may govern execution of the codefor a consistent user experience, such as is described herein, indeployments that include combinations of mobile operating systems (e.g.,an IPHONE™) and a computer (e.g., a WINDOWS™ LAPTOP). In embodiments, acombination of the code execution engine and the visual editingenvironment may facilitate this consistent user experience acrossmobile, computer, and other operating systems, such as by enablingcreation, delivery and editing of the digital content asset duringruntime (e.g., when the code execution engine is executing digitalcontent asset control code, and the like). In embodiments, the codeexecution engine may be executing code, effectively in a runtime mode,during visual editing environment operations, such as creation,delivery, editing and the like. Operation of the code execution engineon each operating system type during, for example editing of a digitalcontent asset, may be execution of a compiled combination of the digitalcontent asset control code that is generated during the editing actionand a portion of the code execution engine that executes the generateddigital content asset control code. This may contrast with generating aset of graphic manipulation commands that are delivered, optionally inreal-time, from a device on which a user is editing a digital contentasset, to a corresponding digital content asset viewer executing on thedifferent operating systems. In embodiments, LLVM compilation mayfacilitate generation of operating system-specific sets of compiledinstructions that may include a portion of the digital content assetcontrol code and a portion of the code execution engine to perform oneor more digital content asset control actions consistently across aplurality of operating systems, including mobile operating systems,computer operating systems, and the like.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content may enable control of network layerinteractions for the digital content asset. In embodiments, the codeexecution engine may be structured with a layer that may facilitatecontrolling network layer interactions, such as a network layer 192 ofthe code execution engine. In embodiments, the code execution engine maygain control of network layer interactions for the digital content assetvia network layer interaction control statements that may be output fromediting and digital content asset control code generation actions withinthe visual editing environment. The visual editing environment may makeavailable to a developer and/or other user of the environment networklayer interaction statements that may be coded into digital contentasset behavior and the like so that when executed by the code executionengine, network layer interactions and the like may be controlled. Inembodiments, a network layer interaction that may be controlled mayinclude a mirroring function of the network so that network actions on aportion of the digital content asset or the like may result in mirroringof a result of a network action, such as having a portion of the digitalcontent asset or the like being mirrored to one or more differentdevices that may be connected to the network and may, optionally berendering the digital content asset in a way that ensures a consistentuser interface across the different devices. In embodiments, networklayer interaction and other network functions that may be controlled bythe code execution engine, such as is described herein and the like, mayinclude control of wireless device interactions. In embodiments,wireless device interactions may include wireless network layerinteractions. In embodiments, wireless device interactions that may becontrolled by the code execution engine and the like may includeBluetooth interactions, wireless access point interactions, wirelessbeacon interactions, near-field communication interactions, and anyother wireless device interaction, and the like.

In embodiments, similarly to control of network layer interactions, thecode execution engine may, such as through execution of statements thatmay be output from developer activity in the visual editing environment,control communication protocol interactions for the digital contentasset. In embodiments, the code execution engine may be structured witha layer that may facilitate controlling communication protocolinteractions, such as a communication protocol layer of the codeexecution engine.

In embodiments, the code execution engine may gain control ofcommunication protocol interactions for the digital content asset viacommunication protocol interaction control statements that may be outputfrom editing and digital content asset control code generation actionswithin the visual editing environment. The visual editing environmentmay make available to a developer and/or other user of the environmentcommunication protocol interaction statements that may be coded intodigital content asset behavior and the like so that when executed by thecode execution engine, communication protocol interactions and the likemay be controlled. In embodiments, communication protocol interactionsthat may be controlled may include secure protocol interactions, securesocket interactions, HTTPS interactions, serial protocol interactions,and the like. Communication protocol interactions that may be controlledmay facilitate communicating with one or more different devices that maybe connected to the network and may, optionally be rendering the digitalcontent asset in a way that ensures a consistent user interface acrossthe different devices.

In embodiments, the code execution engine may gain control of browserinteractions for the digital content asset via browser interactioncontrol statements that may be output from editing and digital contentasset control code generation actions within the visual editingenvironment. The visual editing environment may make available to adeveloper and/or other user of the environment browser interactionstatements that may be coded into digital content asset behavior and thelike so that when executed by the code execution engine, browserinteractions and the like may be controlled. In embodiments, browserinteractions that may be controlled may include Comet interactions, HTTPstreaming interactions, Ajax push interactions, reverse Ajaxinteractions, secure socket interactions, and HTTP server pushinteractions, and the like. Browser interactions that may be controlledmay facilitate browser interactions of one or more different devicesthat may be connected via a network and may, optionally be rendering thedigital content asset in a way that ensures a consistent user interfaceacross the different devices.

In embodiments, the code execution engine may gain control of networkingmiddleware for the digital content asset via networking middlewarecontrol statements that may be output from editing and digital contentasset control code generation actions within the visual editingenvironment. The visual editing environment may make available to adeveloper and/or other user of the environment networking middlewarestatements that may be coded into digital content asset behavior and thelike so that when executed by the code execution engine, networkingmiddleware and the like may be controlled. In embodiments, networkingmiddleware that may be controlled may facilitate network interaction andthe like of Raknet middleware, a gaming engine, a transport layerinteraction, a UDP interaction, a TCP interaction, a 3D renderingengine, a gestural engine, a physics engine, a sound engine, ananimation engine, and the like. Networking middleware that may becontrolled may facilitate network interactions and the like of one ormore different devices that may be connected via a network and may,optionally be rendering the digital content asset in a way that ensuresa consistent user interface across the different devices.

In embodiments, the system for creating, sharing and managing digitalcontent may further include functions that facilitate orchestratingcomponents, events, response to triggers and the like for a digitalcontent asset. In embodiments, orchestrating may include withoutlimitation automated arrangement, coordination, and management ofcomponents, events and the like. Such orchestrating may facilitatecontrol of aspects of the system to accomplish goals of the system, suchas control of hardware infrastructure elements of different devices,delivery and editing of a digital content asset during runtime,simultaneous user experience for a plurality of users of differentdevices, such users experiencing the same behavior of the digitalcontent asset and the like. In embodiments, orchestrating functionalitymay be enabled by a plug-in capability of the system, where anorchestrating capability may be plugged-in to the system. Inembodiments, the plug-in capability of the system may be a JAVASCRIPT™compatible plug-in system.

In embodiments, a system for creating, sharing and managing digitalcontent is depicted in FIG. 30. The system 3000 may comprise a visualediting environment 3002 that may enable a developer 3018 and the likecreating, editing, and delivery of digital content asset control code3004. The system 3000 may further comprise a code execution engine 3008may facilitate hardware resource utilization and thermal optimizationfor CPUs, GPU, and the like of different devices, such as end userdevices 3012 on which a digital content asset 3010 operates. The codeexecution engine 3008 may also control interactions, such as networklayer interactions, communication protocol interactions, browserinteractions, network middleware and the like. The system 3000 mayfurther comprise an orchestration facility 3014 for orchestratingcomponents, events, and the like associated with the digital contentasset 3010. The orchestration facility 3014 may further comprise aplug-in system 3020. The system 3000 may further facilitate consistentuser experience across a plurality of different operating systems 3022,including mobile, computer and other operating systems.

In embodiments, a system for creating, sharing and managing digitalcontent may include a visual editing environment, a code executionengine, a declarative language, and use of a Low-Level Virtual Machine(LLVM) compiler. The visual editing environment may enable a developerto create and edit code controlling a digital content asset in thedeclarative language. In embodiments, the visual editing environment mayenable a developer to create and edit declarative language codecontrolling a digital content asset. In embodiments, the code executionengine may operate in the visual editing environment, such as on thecreated declarative language code to control execution of hardwareelements, such as a hardware infrastructure element that enablesutilization of the digital content asset.

In embodiments, a system that combines the visual editing environmentand the code execution engine to enable at least creating and editingdeclarative language code for controlling a digital content assess mayinclude the visual editing environment interacting with the codeexecution engine during, for example creation of digital content assetmanagement code. In embodiments, a user, such as a developer interactingwith the visual editing environment may, such as through graphicalmanipulation of a digital content asset and the like, may effectively beproducing declarative language code that the code execution engineresponds to by executing it to cause visual effects in the visualediting environment, and the like. The code execution engine may beconfigured to respond to the produced declarative language code withdata and graphic manipulation functions as may be expressed in thedeclarative language. In embodiments, the declarative language and thecode execution engine used during editing of the digital content assetin the visual editing environment are also used at runtime. Inembodiments, the visual editing environment and the code executionengine are constructed from this declarative language. In embodiments,the visual editing environment, runtime code derived from thedeclarative language, and optionally the code execution engine arecompiled for distribution using a LLVM-based compiler architecture. Inembodiments, the visual editing environment makes the declarativelanguage available to a developer to generate the digital content assetmanagement code.

In embodiments, the code execution engine may operate with the visualediting environment during creation, editing, and the like as well asduring runtime of digital content asset code generated by use of thevisual editing environment. With the same declarative language and codeexecution engine operating during visual editing and during runtime,visual editing may result in generating code, such as digital contentasset control code that can control execution of hardware infrastructureelements, such as by generating code execution control statements. Codeexecution control statements may include hardware execution statementsthat may directly control hardware resources, such as a CPU, GPU, andthe like that may participate in utilization of the digital contentasset. In embodiments, a language used in the visual editingenvironment, such as a declarative language that may be describedherein, may include hardware execution statements that, when compiledwith an LLVM compiler, for example may be executed by the code executionengine. In embodiments, the visual editing environment output digitalcontent asset control code may be compiled with the code executionengine, such as with an LLVM compiler-based architecture to produceruntime code. In embodiments, the compiled runtime code may bedistributed as it is compiled to facilitate efficient distribution andtimely execution on computing devices. In embodiments, the visualediting environment, and runtime code produced from editing, creationand other actions of a user of the visual editing environment may bebound to the code execution engine, such as through compilation, such aswith an LLVM-based compiler architecture and the like. In embodiments,the code execution engine may comprise a C++ engine. The code executionengine may perform execution of C++ code; the code execution engine maybe coded in C++; the code execution engine may facilitate execution ofC++ code as well as other code types, such as the declarative languagetype described herein, and the like.

In embodiments, the system for creating, sharing and managing digitalcontent may be adapted so that a digital content asset may be edited andthe like via a visual editing environment of the system, compiled,linked to the code execution engine and executed, such as by the codeexecution engine without depending on comparable tools (e.g., editors,compilers, execution engines, and other code generation and executiontools), and the like. The digital content asset may be compiled, linkedto the code execution engine and executed by the code execution engineindependent of support by tools outside of the visual editingenvironment and the code execution engine. In embodiments, the systemmay cover the domain of tools required to build and deploy digitalcontent, such as a digital content asset and the like, while maintainingintegration of elements and simplicity of configuration, use,portability, update, extension, and the like. In embodiments, the codeexecution engine may auto compile, effectively compiling itself. Inembodiments, the engine and declarative language may be automaticallycompiled at runtime. The declarative language for controlling a digitalcontent asset may be instantiated upon loading it into an executionenvironment. The code execution engine may be a fully compiled binarythat is compiled at runtime.

In embodiments, a system that uses declarative code to control a digitalcontent asset and a code execution engine to enable creation-time andediting-time consistent behavior across different devices may includethe visual editing environment interacting with the code executionengine during, for example creation of digital content asset managementcode, as described herein with declarative language and the like. Inembodiments, a user interacting with the visual editing environment,such as through graphical manipulation of a digital content asset, mayeffectively be producing code that the code execution engine responds toby executing it to cause visual effects in the visual editingenvironment, the runtime environment, and the like. The code executionengine may be configured to respond to the declarative language codewith graphic manipulation functions for each different device based, forexample on device identification information, such as the type ofoperating system that the different devices are executing, and the like.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content through use of a declarativelanguage and the same language and code execution engine being usedduring editing and runtime may further ensure consistent user experiencewith the digital content asset, such as a consistent user experience ofthe same behavior, over a plurality of devices. In embodiments, the codeexecution engine may govern how the declarative language is executed toprovide the consistent user experience. A consistent user experience mayinclude a look and feel of a user interface, a speed of control of adigital content asset, interaction elements in the user interface, andthe like. In embodiments, a code execution engine may take a declarativelanguage statement for a digital content asset and convert it into a setof instructions that ensure a consistent user experience acrossdifferent operating systems. This may take the form of graphicprimitives, and the like to generate a consistent visual element foreach operating system.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content may ensure simultaneous userexperience of the same behavior of the digital content asset by, forexample, decoupling the declarative language from target system-specificresources, such as a device and/or operating system specific renderingengine and the like. In embodiments, rendering actions, as may berepresented by a rendering layer of functionality, may be encoded intothe declarative language used in the visual editing environment togenerate digital content asset control code and the like. In this way, adigital content asset may perform the same behavior on differentdevices, different operating systems, and combinations thereof. Inembodiments, the code execution engine may function similarly to agaming engine in that the combination of the declarative language, andoptionally runtime code output therefrom with the code execution enginedefine behaviors at a rendering level of the digital content asset, suchas 3D movements, and the like. In embodiments, this combinationfacilitates coding the users experience (e.g., how the digital contentasset will behave) with respect to the digital content asset behaviorwith the declarative language at the time that the digital content assetis created, edited and the like, such as in the visual editingenvironment. In this way, the code execution engine, which may functionsimilarly to a gaming engine for this specific aspect, may do theunderlying work of making the behavior consistent, without a developerhaving to consider how any target device and/or operating system mayneed to be controlled to generate the desired behavior.

In embodiments, a code execution engine of a system for creating,sharing and managing digital content through use of a declarativelanguage may control utilization of hardware resources of a plurality ofdifferent devices, such as CPUs, GPUs and the like. Utilization of, forexample, CPUs of some of the different devices, such as hardwareendpoint devices and the like may be controlled to facilitate users ofdifferent devices experiencing the same behavior. In embodiments, thecode execution engine may operate with the visual editing environmentduring creation, editing, and the like as well as during runtime ofdigital content asset code generated by use of the visual editingenvironment. With the same code execution engine operating during visualediting and during runtime, and the same declarative language beingutilized by the visual editing environment and the code executionengine, visual editing may result in generating code, such as digitalcontent asset control code that can control utilization of a CPU and/orGPU, such as by generating code execution control statements. Codeexecution control statements may include hardware resource utilizationstatements that may directly control utilization of different devicehardware resources, such as a CPU, GPU, and the like. In embodiments, alanguage used in the visual editing environment, such as a declarativelanguage, may include hardware resource utilization statements that thecode execution engine may execute or that may affect how the codeexecution engine executes code, such as executing a graphic functionwith a CPU even when a GPU is available on the device, and the like.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content, in conjunction with a declarativelanguage for generating digital content assets and the like may furtherensure consistent user experience with the digital content asset, suchas a consistent user experience of the common behavior, over a pluralityof operating systems. In embodiments, the code execution engine maygovern execution of the digital content asset to provide the consistentuser experience. A code execution engine may perform a runtime check ofthe operating system of a device on which the code execution engine isexecuting the digital content asset control code and adjust a sequenceof instructions, a selection of instructions, and the like based on aresult of the runtime operating system check. In embodiments, a codeexecution engine of the system for creating, sharing and managingdigital content may ensure consistent user experience of the digitalcontent asset by, for example, decoupling the declarative language froma target system-specific resources, such as a device and/or operatingsystem specific rendering engine and the like. In embodiments, renderingactions, as may be represented by a rendering layer of functionality,may be encoded into the declarative language used in the visual editingenvironment to generate a digital content asset and the like. In thisway, a digital content asset may perform the same behavior on differentdevices, different operating systems, and combinations thereof. Inembodiments, the code execution engine may function similarly to agaming engine in that the combination of the declarative language withthe code execution engine may define behaviors at a rendering level ofthe digital content asset, such graphic drawing primitives, and thelike. In embodiments, this combination may facilitate coding the usersexperience (e.g., how the digital content asset will behave) withrespect to the digital content asset behavior at the time that thedigital content asset control code is generated through use of thedeclarative language in the visual editing environment. In this way, thecode execution engine, which may function similarly to a gaming enginefor this specific aspect, may do the underlying work of making thebehavior consistent, without a developer having to adjust the use of thedeclarative language for a digital content asset for each target deviceand/or operating system that may need to be controlled to generate thedesired behavior.

In embodiments, a code execution engine that works cooperatively with adeclarative language for digital content asset creating and editing maygovern execution of the code for a consistent user experience, such asis described herein, across a plurality of mobile operating systems,including, without limitation operating systems such as IOS™ ANDROID™,WINDOWS™, and the like. Mobile operating systems may include their ownlook and feel, including how fundamental user interactions areperformed. Governing execution of code across mobile operating systemsmay include use of some device-specific declarative language so that,while the user experience may not be the same across mobile operatingsystems, a user of an IOS™ based device may experience the digitalcontent asset with a look and feel that a user experiences when usingother mobile applications on the device. In this way, a consistent userexperience may be tailored to each individual mobile operating system sothat the digital content asset may effectively appear to have the samebehavior, while the underlying user interface and mobile operatingsystem native controls may be preserved for each mobile operatingsystem. This may involve, for example, executing portions of thedeclarative language consistently on each mobile operating system andexecuting other portions of the declarative language according to themobile operating system. In embodiments, declarative language statementsfor rotational behavior of a digital content asset may be consistentacross mobile operating systems, whereas declarative language statementsfor user interface elements for controlling the rotation may beoperating system specific.

In embodiments, a code execution engine of a system that uses adeclarative language for digital content asset creation and editing maygovern execution of the code for a consistent user experience across aplurality of computer operating systems, including, without limitationoperating systems such as MAC™, LINUX™, WINDOWS™, and the like.Likewise, the code execution engine may govern execution of the code fora consistent user experience in deployments that include combinations ofmobile operating systems (e.g., an IPHONE™) and a computer (e.g., aWINDOWS™ LAPTOP). In embodiments, a combination of the code executionengine and the visual editing environment may facilitate this consistentuser experience across mobile, computer, and other operating systems,such as by enabling creation, delivery and editing of the digitalcontent asset during runtime (e.g., when the code execution engine isexecuting digital content asset control code, and the like). Inembodiments, LLVM compilation may facilitate generation of operatingsystem-specific sets of compiled code that may include a portion of thedeclarative language representation of the digital content asset and aportion of the code execution engine to perform one or more digitalcontent asset control actions consistently across a plurality ofoperating systems, including mobile operating systems, computeroperating systems, and the like.

In embodiments, the code execution engine may enable control of networklayer interactions for the digital content asset. In embodiments, thecode execution engine may be structured with a layer that may facilitatecontrolling network layer interactions, such as a network layer of thecode execution engine, and the like. In embodiments, the code executionengine may gain control of network layer interactions for the digitalcontent asset via network layer interaction control statements that maybe available to a developer in the declarative language during editing.The visual editing environment may make available to a developer and/orother user of the environment network layer interaction declarativelanguage statements that may be coded into digital content assetbehavior and the like so that when executed by the code executionengine, network layer interactions and the like may be controlled.

In embodiments, a system for creating, sharing and managing digitalcontent that may further enable digital content asset generation andcontrol via a declarative language may further comprise a LLVM debuggingtool. The LLVM debugging tool may facilitate debugging compiled code forthe digital content asset, and the like.

In embodiments, the system for creating, sharing and managing digitalcontent that cooperatively uses a declarative language for generating adigital content asset via a visual editing environment and executed thedigital content asset with a code execution engine may further includefunctions that facilitate orchestrating components, events, response totriggers and the like for a digital content asset. In embodiments,orchestrating may include without limitation automated arrangement,coordination, and management of components, events and the like. Suchorchestrating may facilitate control of aspects of the system toaccomplish goals of the system, such as just-in-time compilation throughuse of an LLVM-based compiler architecture and the like. In embodiments,orchestrating functionality may be enabled by a plug-in capability ofthe system, where an orchestrating capability may be plugged-in to thesystem. In embodiments, the plug-in capability of the system may be aJAVASCRIPT™ compatible plug-in system.

In embodiments, a system for creating, sharing and managing digitalcontent is depicted in FIG. 31. The system 3100 may comprise a visualediting environment 3102 that may enable a developer 3018 and the likecreating, editing, and delivery of a digital content asset 3110 withdeclarative language 3104. The system 3100 may further comprise a codeexecution engine 3008 that may facilitate hardware resource utilizationand thermal optimization for CPUs, GPU, and the like of differentdevices, such as end user devices 3012 on which a digital content asset3110 operates. The system 3100 may be adapted so that the samedeclarative code 3104 and code execution engine 3008 may be used duringvisual editing, such as with the visual editing environment 3102 and atruntime 3108. The visual editing environment 3102 and runtime 3108 mayboth be compiled with an LLVM compiler 3112. The code execution engine3008 may also control interactions, such as network layer interactions,communication protocol interactions, browser interactions, networkmiddleware and the like. The system 3100 may further comprise anorchestration facility 3014 for orchestrating components, events, andthe like associated with the digital content asset 3110. Theorchestration facility 3014 may further comprise a plug-in system 3020.The system 3100 may further facilitate consistent user experience acrossa plurality of different operating systems 3022, including mobile,computer and other operating systems.

In embodiments, a system for creating, sharing and managing digitalcontent may include a visual editing environment, a code executionengine, a declarative language, and a gaming engine capability. Thevisual editing environment may enable a developer to create and editcode controlling a digital content asset in the declarative language. Inembodiments, the visual editing environment may enable a developer tocreate and edit declarative language code controlling a digital contentasset. In embodiments, the code execution engine may operate in thevisual editing environment, such as on the created declarative languagecode to control execution of hardware elements, such as a hardwareinfrastructure element that enables utilization of the digital contentasset. In embodiments, the code execution engine may include and utilizea gaming engine capability to facilitate execution of the declarativelanguage. In embodiments, the code execution engine may utilize thegaming engine's capability to execute the declarative language tofurther control aspects of the digital content asset including, withoutlimitation a behavior and a state of the digital content asset, and thelike.

In embodiments, a system that combines the visual editing environmentand a code execution engine with a gaming engine capability to enable atleast creating and editing declarative language code for controlling adigital content assess may include the visual editing environmentinteracting with the code execution engine during, for example creationof digital content assets. The visual editing environment interactingwith the code execution engine may further engage the gaming enginecapability of the code execution engine for creation of digital contentassets. In embodiments, a user, such as a developer interacting with thevisual editing environment may, such as through graphical manipulationof a digital content asset, developing code using statements of thedeclarative language and the like, may effectively be producingdeclarative language code that the code execution engine, and optionallythe gaming engine capability of the code execution engine responds to byexecuting it to cause visual effects in the visual editing environment,and the like. The code execution engine, such as through its gamingengine capability may be configured to respond to the produceddeclarative language code with data and graphic manipulation functionsas may be expressed in the declarative language. In embodiments, thedeclarative language, the code execution engine and the gaming enginecapability of the code execution engine that are used during editing ofthe digital content asset in the visual editing environment may also beused at runtime. In embodiments, the visual editing environment and thecode execution engine are constructed from this declarative language. Inembodiments, the visual editing environment may make the declarativelanguage available to a developer to generate digital content assets andthe like.

In embodiments, a gaming engine capability of a code execution engine ofa system for creating, sharing and managing digital content may enablehandling of a state, such as a state of a digital content asset that maybe expressed in a declarative language. The gaming engine capability mayrecognize an explicit state of an object, such as a digital contentasset and respond based on the context of the object in which theexplicit state is expressed. In embodiments, an explicit stateexpression may be recognized by the gaming engine capability asdeclaring different properties or values thereof for an object such as adigital content asset, and the like. The gaming engine capability may,for example, recognize that a state in a painting application includesthat a pen is selected with a particular color. The code executionengine, such as through the gaming engine capability may render theresult of the user's use of the pen and any changes to the pen as aresult, such as changing orientation, rotation, and the like.

In embodiments, a gaming engine capability of a code execution engine ofa system for creating, sharing and managing digital content may enablehandling of an inheritance parameter, such as an inheritance parameterof a digital content asset that may be expressed in a declarativelanguage. The gaming engine capability may recognize expression of aninheritance parameter in the declarative language and respond theretobased on, for example, how the value of the inherited parameter impactsan object, such as an instance of digital content asset being executedby the code execution engine. In embodiments, a declarative language maysupport creating a sub class that may represent an inheritance parameteroperation. The gaming engine capability may determine that when anobject is of a sub-class, then it may process parameters of a parentclass for the object, effecting enabling an inheritance parameter forthe object, such as an instance of a digital content asset and the like.The gaming engine capability of the code execution engine may cause anobject, such as an object in a sub-class to operate the same as theparent object. In embodiments, the gaming engine capability may cause aninstance of a digital content asset that is contained in another objectto perform actions, such as scaling, rotation, and the like byprocessing the action properties of the parent object through enablinginheritance of such parameters, and the like.

In embodiments, a gaming engine capability of a code execution engine ofa system for creating, sharing and managing digital content may enablehandling of an animation feature, such as an animation feature of adigital content asset that may be expressed in a declarative language.The gaming engine capability may recognize expression of an animationfeature in the declarative language and respond thereto based on, forexample, how the expressed animation feature impacts an object, such asan instance of digital content asset being executed by the codeexecution engine. A gaming engine capability of the code executionengine may handle an animation feature that is expressed in thedeclarative language through hardware acceleration of at least a portionof the animation expressed. The gaming engine capability may perform theanimations and rendering of transitions of the digital content asset,such as property changes and the like that may be expressed in ananimation feature statement and/or due to an impact of the animation onthe digital content asset, such as on an instance of a digital contentasset being rendered in a user interface, and the like. The gamingengine capability may enable animation features expressed in thedeclarative language, such as speech animation, procedural animation,skeletal animation, facial animation, 3D animation, and the like.

In embodiments, a gaming engine capability of a code execution engine ofa system for creating, sharing and managing digital content may enablehandling of a simulation feature, such as a simulation feature of adigital content asset that may be expressed in a declarative language.The gaming engine capability may recognize expression of a simulationfeature in the declarative language and respond thereto based on, forexample, how the expressed simulation feature impacts an object, such asan instance of digital content asset being executed by the codeexecution engine. A gaming engine capability of the code executionengine may handle a simulation feature that is expressed in thedeclarative language through hardware acceleration of at least a portionof the simulation expressed. The gaming engine capability may performthe simulations and rendering of transitions of the digital contentasset, such as property changes and the like that may be expressed in asimulation feature statement and/or due to an impact of the simulationof the digital content asset, such as on an instance of a digitalcontent asset being rendered in a user interface, and the like. Thegaming engine capability may enable simulation features of a digitalcontent asset, such as an instance of a digital object expressed in thedeclarative language, such as speech simulation, skeletal simulation,facial simulation, and the like.

In embodiments, a gaming engine capability of a code execution engine ofa system for creating, sharing and managing digital content may enablehandling of a 3D geometric behavior, such as a 3D geometric behavior ofa digital content asset that may be expressed in a declarative language.The gaming engine capability may recognize expression of a 3D geometricbehavior in the declarative language and respond thereto based on, forexample, how the expressed 3D geometric behavior impacts an object, suchas an instance of digital content asset being executed by the codeexecution engine. A gaming engine capability of the code executionengine may handle a 3D geometric behavior that is expressed in thedeclarative language through hardware acceleration of at least a portionof the simulation expressed. In embodiments, the gaming enginecapability of the code execution engine may be utilized by the visualediting environment to facilitate rendering three-dimensional visualeffects, handling three-dimensional objects, and geometric parameters,such as 3D geometric parameters of objects, such as 3D digital contentassets and the like. In embodiments, the gaming engine capability may beembodied in an animation engine portion of the code execution engine. Inembodiments, 3D geometric behavior expressed through geometricbehavioral statements of the declarative language may facilitate agaming engine capability of the code execution engine applying rules ofphysics and geometry on the digital objects for which the geometricbehavioral statements of the declarative language are expressed. Inembodiments, the gaming engine capability may facilitate 3D geometricbehavior for geometrically nested elements (e.g., by use of a scenetree/scene graph of the declarative language and the like as describedherein), 3D geometric behavior based on a point of view that may beexpressed in the declarative language, and the like.

In embodiments, a gaming engine capability of a code execution engine ofa system for creating, sharing and managing digital content may enablehandling of a shader functionality, such as shader loading parametersfor utilizing a digital content asset in different hardware devices. Inembodiments, the shader loading parameters may be expressed in adeclarative language. The gaming engine capability may recognizeexpression of shader loading parameters in the declarative language andrespond thereto based on, for example, how the expressed shader loadingparameters may impact utilization of an object, such as an instance ofdigital content asset on different hardware devices. A gaming enginecapability of the code execution engine may handle shader loadingparameters that are expressed in the declarative language throughhardware acceleration, such as through use of GPUs on different hardwaredevices, and the like. Handling shader loading parameters may beresponsive to pixel-handling capacity of a display screen of differenthardware devices. In embodiments, recognition of the pixel-handlingcapacity of a display screen for a hardware device on which the digitalcontent asset is targeted to be utilized may impact how shader loadingparameters are handled. The gaming engine capability may adjust howshader loading parameters, including any such parameters that areexpressed and/or derived from a shader loading-related expression in thedeclarative language, are handled, including how they are applied todifferent devices based on, for example, the pixel-handling capacity ofa display screen of the different devices.

In embodiments, a system that uses declarative language to create, andat least edit a digital content asset and uses a code execution enginewith a gaming engine capability to enable creation-time and editing-timeconsistent behavior across different devices may include the visualediting environment interacting with the code execution engine during,for example creation of digital content asset management code, asdescribed herein with declarative language being processed by the gamingengine capability and the like. In embodiments, a user interacting withthe visual editing environment may effectively be producing code thatportions of the code execution engine, such a gaming engine capabilityof the code execution engine respond to by causing visual effects in thevisual editing environment, the runtime environment, and the like. Agaming engine capability of the code execution engine may be configuredto respond to the declarative language code with graphic manipulationfunctions for each different device based on, for example, deviceidentification information, such as the type of operating system thatthe different devices are executing, availability and type of GPU,pixel-handling capacity of the device display, and the like.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content may use a declarative languageduring editing and the same language during runtime. The use of the samelanguage may facilitate use of a gaming engine capability duringediting, runtime, and the like for processing objects, such as digitalcontent asset. This may further ensure consistent user experience withthe digital content asset, such as a consistent user experience of thesame behavior, over a plurality of devices. In embodiments, the gamingengine capability may govern how the declarative language is executed toprovide the consistent user experience. A consistent user experience mayinclude a look and feel of a user interface, a speed of control of adigital content asset, interaction elements in the user interface, andthe like. In embodiments, a gaming engine capability may take adeclarative language statement for a digital content asset and convertit into a set of pixel manipulation actions that ensure a consistentuser experience across different operating systems. This may take theform of graphic primitives, and the like to generate a consistent visualelement for each device and operating system.

In embodiments, a gaming engine capability enabled code execution engineof the system for creating, sharing and managing digital content mayensure simultaneous user experience of the same behavior of the digitalcontent asset by, for example, decoupling the declarative language fromtarget system-specific resources, such as a device and/or operatingsystem specific rendering engine and the like. In embodiments, renderingactions, as may be represented by a gaming engine capability, may beencoded into the declarative language used in the visual editingenvironment to generate digital content asset control instances and thelike. In this way, a digital content asset may perform the same behavioron different devices, different operating systems, and combinationsthereof. In embodiments, the code execution engine may functionsimilarly to a gaming engine through the use of the gaming enginecapability in that the combination of the declarative language, andoptionally runtime code output therefrom with the gaming enginecapability may define behaviors at a pixel-rendering level of thedigital content asset, such as 3D movements, and the like. Inembodiments, through use of a gaming engine capability in thiscombination a user in a visual editing environment may code the usersexperience (e.g., how the digital content asset will behave) withrespect to the digital content asset behavior with the declarativelanguage at the time that the digital content asset is created, editedand the like. In this way, the gaming engine capability of the codeexecution engine, which may function similarly to a gaming engine forthis specific aspect, may do the underlying work of making the behaviorconsistent, without a developer having to consider how any target deviceand/or operating system may need to be controlled to generate thedesired behavior.

In embodiments, a code execution engine of a system for creating,sharing and managing digital content may process a declarative languagewith a gaming engine capability to control utilization of hardwareresources of a plurality of different devices, such as CPUs, GPUs andthe like. Utilization of, for example, CPUs of some of the differentdevices, such as hardware endpoint devices and the like may becontrolled to facilitate users of different devices experiencing thesame behavior. In embodiments, the gaming engine capability of the codeexecution engine may operate within the visual editing environmentduring creation, editing, and the like by processing declarativelanguage statements. With the same code execution engine operatingduring visual editing and during runtime, and the same declarativelanguage being utilized by the visual editing environment and the codeexecution engine, visual editing may result in generating code, such asdigital content asset control code that can control utilization of a CPUand/or GPU, such as by generating code execution control statements.Code execution control statements in a declarative language may includehardware resource utilization statements that a gaming engine capabilityand the like may process to directly control utilization of differentdevice hardware resources, such as a CPU, GPU, and the like. Inembodiments, a language used in the visual editing environment, such asa declarative language, may include hardware resource utilizationstatements that the code execution engine via the gaming enginecapability and the like may execute or that may affect how the codeexecution engine executes code, such as executing a graphic functionwith a CPU even when the gaming engine capability determines that a GPUis available on the device, and the like.

In embodiments, the code execution engine of the system for creating,sharing and managing digital content may further control utilization ofhardware resources for different aspects of hardware performance,including thermal performance, battery management, and the like. Thecode execution engine may rely on its gaming engine capability to helpcontrol utilization based on aspects such as thermal performance, andthe like. A declarative language used to program digital content assetsand the like may include statements that facilitate managing executionon target devices to optimize hardware aspects, such as thermalperformance and the like. In embodiments, the declarative language mayprovide access to instruction-level execution power and thermalperformance information for different devices. Device-specific instancesof a compiled digital content asset, for example, may be represented atthe instruction-level so that the impact on at least one of thermal andpower performance may be determined for each instruction that may beexecuted by the code execution engine on the devices. The digitalcontent asset control code created and/or edited, such as by a developerusing the declarative language in the visual editing environment can beanalyzed based on the power and/or thermal impact of each correspondingdevice-specific instruction. The result of this analysis may be ameasure of the thermal and/or power (e.g., battery demand) impact on thedevice so that the impact may be controlled. In embodiments, theanalysis of the digital content asset control code that the codeexecution engine may execute may suggest specific code and/or executioncontrol of that code, such as a specific sequence of instructions, arate of execution of instructions, use of a GPU, use of a CPU, use of agaming engine capability, and the like that may reduce or optimizethermal performance of the device. In embodiments, optimizing thermalperformance for a hardware resource of one or more different devices forwhich utilization may be controlled, such as a CPU, a GPU and the likemay be based on computation of a thermal impact of executing a digitalcontent asset control code set by a code execution engine. This thermalimpact computation may include CPU utilization (e.g., execution rate andthe like), GPU utilization, memory utilization, and the like and may bedetermined by the thermal impact of instructions, such as CPUinstructions generated from execution sequences of the gaming enginecapability by a compiler, and the like. In embodiments, the thermalimpact computation may include compiled instructions generated from acode execution engine performing the digital content asset control codeon the device.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content, in conjunction with a gamingengine capability for processing declarative language used forgenerating digital content assets and the like may further ensureconsistent user experience with the digital content asset, such as aconsistent user experience of the common behavior, over a plurality ofoperating systems. In embodiments, the code execution engine may governexecution of the digital content asset to provide the consistent userexperience. In embodiments, a code execution engine with a gaming enginecapability may ensure consistent user experience of the digital contentasset by, for example, decoupling the declarative language from a targetsystem-specific resources, such as a device and/or operating systemspecific rendering engine and the like. In embodiments, renderingactions may be encoded into the declarative language used in the visualediting environment to generate a digital content asset and processed bythe gaming engine capability for each type of operating system. In thisway, a digital content asset may perform the same behavior on differentdevices, different operating systems, and combinations thereof. Inembodiments, the code execution engine's gaming engine capability mayfunction similarly to a gaming engine in that the combination of thedeclarative language with the gaming engine capability may definebehaviors at a pixel-rendering level of the digital content asset, suchgraphic drawing primitives, and the like. In embodiments, thiscombination may facilitate coding the users experience (e.g., how thedigital content asset will behave) with respect to the digital contentasset behavior at the time that the digital content asset control codeis generated through use of the declarative language in the visualediting environment. In this way, the code execution engine, through thegaming engine capability may do the underlying work of making thebehavior consistent across different operating systems, without adeveloper having to adjust the use of the declarative language for adigital content asset for each target operating system that may need tobe controlled to generate the desired behavior.

In embodiments, a code execution engine that works cooperatively with adeclarative language for digital content asset creating and editing maygovern gaming engine capability operation for a consistent userexperience across a plurality of mobile operating systems, including,without limitation operating systems such as IOS™, ANDROID™ WINDOWS™,and the like.

In embodiments, a code execution engine of a system that uses adeclarative language for digital content asset creation and editing maygovern execution of the code for a consistent user experience across aplurality of computer operating systems, including, without limitationoperating systems such as MAC™, LINUX™, WINDOWS™, and the like.Likewise, the code execution engine may govern execution of the code fora consistent user experience in deployments that include combinations ofmobile operating systems (e.g., an IPHONE™) and a computer (e.g., aWINDOWS™ LAPTOP). In embodiments, a combination of the code executionengine and the visual editing environment may facilitate this consistentuser experience across mobile, computer, and other operating systems,such as by enabling creation, delivery and editing of the digitalcontent asset during runtime (e.g., when the code execution engine isexecuting digital content asset control code, and the like).

In embodiments, a code execution engine equipped with a gaming enginecapability may enable control of network layer interactions for thedigital content asset. In embodiments, the code execution engine may bestructured with a layer that may facilitate controlling network layerinteractions, such as a network layer of the code execution engine, andthe like. This network layer of the code execution engine may becombined with gaming engine capabilities to facilitate processingdeclarative language network interaction statements and the like. Inembodiments, the code execution engine may gain control of network layerinteractions for the digital content asset via network layer interactioncontrol statements that may be available to a developer in thedeclarative language during editing. The visual editing environment maymake available to a developer and/or other user of the environmentnetwork layer interaction declarative language statements that may becoded into digital content asset behavior and the like so that whenexecuted by the code execution engine, and optionally when executed by agaming engine capability of the code execution engine, network layerinteractions and the like may be controlled.

In embodiments, a code execution engine, such as a code execution enginewith gaming engine capability as described herein, may gain control ofbrowser interactions for the digital content asset via browserinteraction control statements that may be part of digital content assetediting in the visual editing environment. The visual editingenvironment may make available to a developer and/or other user of theenvironment browser interaction statements that may be coded intodigital content asset behavior and the like so that when executed by thecode execution engine, and optionally by the gaming engine capability ofthe code execution engine, browser interactions and the like may becontrolled. In embodiments, browser interactions that may be controlledmay include Comet interactions, HTTP streaming interactions, Ajax pushinteractions, reverse Ajax interactions, Secure Socket interactions, andHTTP server push interactions, and the like. Browser interactions thatmay be controlled may facilitate browser interactions of one or moredifferent devices that may be connected via a network and may,optionally be rendering the digital content asset in a way that ensuresa consistent user interface across the different devices.

In embodiments, the system for creating, sharing and managing digitalcontent that may include a gaming engine capability-enabled codeexecution engine may further include functions that facilitateorchestrating components, events, response to triggers and the like fora digital content asset. In embodiments, orchestrating functionality maybe enabled by a plug-in capability of the system, where an orchestratingcapability may be plugged-in to the system. In embodiments, the plug-incapability of the system may be a JAVASCRIPT™ compatible plug-in system.

In embodiments, the visual editing environment, and runtime codeproduced from editing, creation and other actions of a user of thevisual editing environment may be written in the declarative languageand may be bound to the code execution engine, such as throughcompilation, such as with an LLVM-based compiler architecture and thelike. In embodiments, the code execution engine may comprise a C++engine. The code execution engine may perform execution of C++ code; thecode execution engine may be coded in C++; the gaming engine capabilityof the code execution engine may be C++-based; the code execution enginemay facilitate execution of C++ code as well as other code types, suchas the declarative language type described herein, and the like.

In embodiments, a system for creating, sharing and managing digitalcontent is depicted in FIG. 32. The system 3200 may comprise a visualediting environment 3102 that may enable a developer 3018 and the likecreating, editing, and delivery of a digital content asset 3110 withdeclarative language 3104. The system 3200 may further comprise a codeexecution engine 3208 that may facilitate hardware resource utilizationand thermal optimization for CPUs, GPU, and the like of differentdevices, such as end user devices 3012 on which a digital content asset3110 operates. The code execution engine 3208 may be adapted to providegaming engine capability 3210 that may handle digital object state,inheritance, animation features, simulation features, 3D geometricbehaviors, shader loading parameters, and the like. The system 3200 maybe adapted so that the same declarative code 3104 and code executionengine 3208 may be used during visual editing, such as with the visualediting environment 3102 and at runtime 3108. The visual editingenvironment 3102 and runtime 3108 may both be compiled with an LLVMcompiler 3112. The code execution engine 3208 may also controlinteractions, such as network layer interactions, communication protocolinteractions, browser interactions, network middleware and the like. Thesystem 3200 may further comprise an orchestration facility 3014 fororchestrating components, events, and the like associated with thedigital content asset 3110. The orchestration facility 3014 may furthercomprise a plug-in system 3020. The system 3200 may further facilitateconsistent user experience across a plurality of different operatingsystems 3022, including mobile, computer and other operating systems.

In embodiments, a system for creating, sharing and managing digitalcontent may include a visual editing environment, a code executionengine, and a domain-specific declarative language. The system mayenable a user, such as a developer to create and edit code controlling adigital content asset using the domain-specific declarative language.The developer may use a visual editing environment of the system tocreate and edit the digital content asset controlling code with thedomain-specific declarative language. The domain-specific declarativelanguage may be used to generate a script for operating the digitalcontent asset in a computing environment, such as a host computingenvironment. In embodiments, the script may be specified according towhich the digital content asset is serialized in the host computingenvironment. In embodiments, the script may be specified according towhich the digital content asset is de-serialized in the host computingenvironment. In embodiments, the code execution engine may operate onthe code controlling the digital content asset generated in the visualediting environment to, for example, control execution of the code toenable utilization of the digital content asset, and the like. The codeexecution engine may operate cooperatively with the visual editingenvironment to facilitate controlling the digital content asset whilethe domain-specific declarative language is being used to create andedit the digital content asset controlling code. In embodiments, thevisual editing environment and the code execution engine may enablecreation, delivery and editing of the digital content asset. The visualediting environment and the code execution engine may work cooperativelyto enable a plurality of versions of runtime code, such as a compiledoutput of the digital content asset control code created and/or editedin the visual editing environment using the domain-specific declarativelanguage. In embodiments, the visual editing environment may be writtenusing the domain-specific declarative language as is used to createand/or edit the plurality of runtime versions of the digital contentasset.

In embodiments, the system may support producing different types ofruntime versions, such as preview versions, portal versions, and thelike. A preview runtime version generated with the system may enable auser to preview one or more behaviors of the digital content asset. Apreview version may be a limited functionality version that, when theruntime is executed, exhibits a portion of the behaviors of the digitalcontent asset based on, for example, a subset of available statements ofthe domain-specific declarative language. A preview runtime version maybe suitable for use by a preview viewer executing on a computing system,such as a server computing system, and the like. In embodiments, apreview viewer may communicate with the visual editing environment ofthe system to facilitate previewing behaviors of a digital content assetfor which control code is being generated from the domain-specificdeclarative language. The generated code may be shared with differentruntime versions, such as the preview runtime version and the portalruntime version. The preview runtime version may be compiled with anLLVM compiler and the like.

A portal runtime version generated with the system described herein mayenable a user to use the digital content asset, such as on a pluralityof different devices and the like. A runtime portal version may beshared among users of different devices. A runtime portal version may beaccessed by users, such as users of different devices, differentoperating systems, and the like. A runtime portal version may beconfigured as a container that enables publication and consumption ofthe digital content asset across endpoint devices, platforms, and thelike. In embodiments, a portal viewer may access the configured runtimeportal version and process the content of the container therebyfacilitating use of the published digital content asset runtime version.In embodiments, a portal viewer may communicate with the visual editingenvironment of the system to facilitate viewing behaviors of a digitalcontent asset for which control code is being generated from thedomain-specific declarative language. The generated code may be sharedwith different runtime versions, such as the portal runtime version. Theportal runtime version may be compiled with an LLVM compiler and thelike.

In embodiments, a system for creating, sharing and managing digitalcontent may facilitate serializing a digital content asset script.Serializing a digital content asset script may enable running the scriptwithin a host computing environment without the need for compiling.Serializing may allow access to the digital content asset control codegenerated with the domain-specific declarative language to operate thedigital content asset, such as an active object without the need forcompiling. In embodiments, serializing a digital content asset scriptmay allow editing and loading of digital content, such as a digitalcontent asset and the like at runtime into the code execution engine. Inembodiments, the domain-specific declarative language may be staticallycompiled for execution and may be dynamically modified at runtimewithout compilation. In embodiments, code, such as a script for adigital content asset may be serialized by a serialization engine 112.In embodiments, the domain-specific declarative language may be compiledfor execution and may alternatively be executed as a serializeddescription (e.g., at a text level).

In embodiments, the system for creating, sharing and managing digitalcontent, such as digital content assets, may facilitate serialization ofscripts based on a domain-specific declarative language that may be usedto describe a visual editing environment through with thedomain-specific declarative language may be used to generate digitalcontent asset control code and the like. Serialization may occur byconverting tokens, such as words and operators of the domain-specificdeclarative language, into bytecodes. Serialization may facilitateproducing bytecodes that may be associated with literals, such asstrings, numbers, object names and the like. An associated literal andthe like may be stored with a corresponding bytecode for serialization.In embodiments, a literal may be stored following a bytecode and literallength to facilitate smaller and faster transmission than similaractions involving parsing and the like without serialization. Inembodiments, serialized digital content, such as a digital content assetand/or a script for a digital content asset as described herein mayinclude object event logic. In embodiments, such object event logicwithin a serialized digital content asset and the like may beconstrained to consist of a list of parameterized methods. Inembodiments, when object event logic for a serialized digital contentasset and the like are constrained to the list of parameterized methods,states for the serialized digital content asset may be specified in thedomain-specific declarative language. Specified states in thedomain-specific declarative language may enable conditional logic forthe digital content asset by a combination of the parameterized methodsand state-based code execution.

In embodiments, a script for a digital content asset may bede-serialized through use of elements of the system for creating,sharing and managing digital content. A script maybe de-serialized forrunning within a host computing environment without the need forcompiling.

In embodiments, a system that enables generation of a plurality ofruntime versions of domain-specific declarative language-based digitalcontent assets may enable creation-time and editing-time consistentbehavior across different devices. This may include the visual editingenvironment interacting with the code execution engine during, forexample creation of digital content assets from the domain-specificdeclarative language, and the like. In embodiments, a user interactingwith the visual editing environment may effectively be producing codethat the code execution engine responds to by executing it to causevisual effects in the visual editing environment, and the like. Inembodiments, the visual editing environment may facilitate the users ofthe different devices to simultaneously experience the same behavior ofthe digital content asset through a multi-user synchronization systemthat may operate as part of the visual editing environment to allow,among other things simultaneous experience of the same behavior of adigital content asset while creating and editing in the visual editingenvironment, and the like.

In embodiments, the visual editing environment and the code executionengine that enables a plurality of runtime versions of digital contentasset control code generated from, for example a domain-specificdeclarative language, may control utilization of hardware resources,such as CPUs, GPUs and the like of different computing devices.Utilization of, for example, CPUs of some of the different devices, suchas hardware endpoint devices and the like may be controlled tofacilitate the simultaneous experience of the same behavior.

In embodiments, the code execution engine of the system for creating,sharing and managing digital content that users a domain-specificdeclarative language to generate a plurality of runtime versions mayfurther control utilization of hardware resources for different aspectsof hardware performance, including thermal performance, batterymanagement, and the like. The code execution engine may controlutilization based on aspects such as thermal performance, and the like.A domain-specific declarative language used for digital content assetcontrol code and the like may include statements that facilitatemanaging execution on target devices to optimize hardware aspects, suchas thermal performance and the like. In embodiments, the domain-specificdeclarative language may provide access to instruction-level executionpower and thermal performance information for different devices. Bytargeting a portion of the plurality of runtime versions toward specificdevices, the digital content asset control code may be represented atthe device instruction-level so that the impact on at least one ofthermal and power performance may be determined for each instructionthat may be executed by the code execution engine on the target device.The digital content asset control code created and/or edited, such as bya developer using the declarative language in the visual editingenvironment can be analyzed based on the power and/or thermal impact ofeach corresponding device-specific instruction. Actions to facilitateoptimization of thermal performance, such as specific sequences of codeand the like may be made available to the developer in the visualediting environment, and the like.

In embodiments, a code execution engine of the system for creating,sharing and managing digital content, in conjunction with adomain-specific declarative language used for generating digital contentassets and the like may further ensure consistent user experience withthe digital content asset, such as a consistent user experience of thecommon behavior, over a plurality of operating systems. In embodiments,the code execution engine may govern execution of the digital contentasset to provide the consistent user experience. In embodiments, thedomain-specific declarative language may facilitate coding a targetusers experience (e.g., how the digital content asset will behave) withrespect to the digital content asset behavior at the time that thedigital content asset control code is generated through use of thedomain-specific declarative language in the visual editing environment.In this way, the code execution engine may do the underlying work ofmaking the behavior consistent across different operating systems,without a developer having to adjust the use of the domain-specificdeclarative language for a digital content asset for each targetoperating system that may need to be controlled to generate the desiredbehavior.

In embodiments, a code execution engine that works cooperatively with aplurality of runtime versions generated from domain-specific declarativelanguage may operation on different operating systems for a consistentuser experience across a plurality of mobile operating systems,including, without limitation operating systems such as IOS™ ANDROID™,WINDOWS™, and the like.

In embodiments, a code execution engine of a system that uses adomain-specific declarative language for digital content asset creationand editing may govern execution of the code for a consistent userexperience across a plurality of computer operating systems, including,without limitation operating systems such as MAC™ LINUX™ WINDOWS™ andthe like. Likewise, the code execution engine, optionally in associationwith runtime versions generated from a domain-specific declarativelanguage may govern execution of the code for a consistent userexperience in deployments that include combinations of mobile operatingsystems (e.g., an IPHONE™) and a computer (e.g., a WINDOWS™ LAPTOP).

In embodiments, a code execution engine as described herein that workscooperatively with a plurality of runtime versions of a digital contentasset generated from domain-specific declarative language may enablecontrol of network layer interactions for the digital content asset. Inembodiments, the code execution engine may gain control of network layerinteractions for the digital content asset via network layer interactioncontrol statements that may be available to a developer in thedomain-specific declarative language during editing. The visual editingenvironment may make available to a developer and/or other user of theenvironment network layer interaction domain-specific declarativelanguage statements that may be coded into digital content assetbehavior and the like so that when executed by the code executionengine, network layer interactions and the like may be controlled.

In embodiments, a code execution engine, such as a code execution enginethat executes one or more versions of a digital content asset generatedfrom a domain-specific declarative language as described herein, maygain control of browser interactions for the digital content asset viabrowser interaction control statements that may be part of digitalcontent asset editing in the visual editing environment. The visualediting environment may make available to a developer and/or other userof the environment browser interaction statements of the domain-specificdeclarative language that may be coded into digital content assetbehavior and the like so that when executed by the code execution enginebrowser interactions and the like may be controlled. In embodiments,browser interactions that may be controlled may include Cometinteractions, HTTP streaming interactions, Ajax push interactions,reverse Ajax interactions, secure socket interactions, and HTTP serverpush interactions, and the like. Browser interactions that may becontrolled may facilitate browser interactions of one or more differentdevices that may be connected via a network and may, optionally berendering the digital content asset in a way that ensures a consistentuser interface across the different devices.

In embodiments, the code execution engine may gain control of networkingmiddleware for the digital content asset via networking middlewarecontrol statements of the domain-specific declarative language. Thevisual editing environment may make available to a developer and/orother user of the environment networking middleware statements of thedomain-specific declarative language that may be coded into digitalcontent asset behavior and the like so that when executed by the codeexecution engine, networking middleware and the like may be controlled.In embodiments, networking middleware that may be controlled mayfacilitate network interaction and the like of Raknet middleware, agaming engine, a transport layer interaction, a UDP interaction, a TCPinteraction, a 3D rendering engine, a gestural engine, a physics engine,a sound engine, an animation engine, and the like. Networking middlewarethat may be controlled may facilitate network interactions and the likeof one or more different devices that may be connected via a network andmay, optionally be rendering the digital content asset in a way thatensures a consistent user interface across the different devices.

In embodiments, the system that enables digital content asset controlcode creation from domain-specific declarative language and the like mayfurther include functionality that facilitate orchestrating components,events, response to triggers and the like for a digital content asset.In embodiments, orchestrating functionality may be enabled by a plug-incapability of the system, where an orchestrating capability may beplugged-in to the system. In embodiments, the plug-in capability of thesystem may be a JAVASCRIPT™ compatible plug-in system.

In embodiments, a system for creating, sharing and managing digitalcontent is depicted in FIG. 33. The system 3300 may comprise a visualediting environment 3302 that may enable a developer 3018 and the likecreating, editing, and delivery of a digital content asset 3110 withdomain-specific declarative language 3304. The system 3300 may furtherenable generation of a plurality of runtime versions 3308. The system3300 may further comprise a code execution engine 3008 that mayfacilitate hardware resource utilization and thermal optimization forCPUs, GPU, and the like of different devices, such as end user devices3012 on which a digital content asset 3110 operates. The system 3300 maybe adapted so that the same domain-specific declarative language 3304and code execution engine 3008 may be used to program the visual editingenvironment, and the plurality of runtime version 3308. The visualediting environment 3302 and runtime version 3308 may both be compiledwith an LLVM compiler. The code execution engine 3008 may also controlinteractions, such as network layer interactions, communication protocolinteractions, browser interactions, network middleware and the like. Thesystem 3300 may further comprise an orchestration facility 3014 fororchestrating components, events, and the like associated with thedigital content asset 3110. The orchestration facility 3014 may furthercomprise a plug-in system 3020. The system 3300 may further facilitateconsistent user experience across a plurality of different operatingsystems 3022, including mobile, computer and other operating systems.

In embodiments, a system for creating, sharing and managing digitalcontent may facilitate efficiency of artist workflow, such as by moving3D generation into a GPU at runtime. The system may include a visualediting environment, a texture map processing engine, and a 2D-to-3Dcode generator. In embodiments, the visual editing environment mayenable a developer to create and edit code controlling a digital contentasset in a declarative language. The developer may specify aspects ofthe digital content asset such as color, texture and the like for aplurality of layers of an object of a digital content asset. Inembodiments, the developer may specify the aspects as described hereinin a 2D editing environment that facilitates specifying the aspects foreach layer of the digital content asset. In embodiments, the layers ofthe digital content asset may be 2D layers that may be combined togenerate a 3D version of the digital content asset. In embodiments, thetexture map processing engine may facilitate processing color or textureinformation, compressing the color or texture information for theplurality of layers into a texture map data structure. The texture mapdata structure may represent at least color, texture and the like of thelayers of the digital content asset. In embodiments, the 2D-to-3D codegenerator may apply texture data structure processing operations, suchas vertex operations, pixel shading operations, and the like at runtime.By applying the texture map data structure operations at runtime, thecode generator may project the object of the digital content asset in 3Dat runtime.

In embodiments, the 2D-to-3D code generator may use a generative kernellanguage when applying texture map data structure processing operations.When a GPU of a hardware environment in which the 2D-to-3D codegenerator is operating is available, the code generator may use the GPUat runtime to facilitate projecting the object in 3D.

In embodiments, the system that facilitates 3D projection at runtimewith a 2D-to-3D code generation engine may include a gaming engine thatmay govern behavior of a 3D object, such as 3D object of a digitalcontent asset created with the declarative language. The gaming enginemay recognize a 3D object behavior at runtime and respond based on thecontext of the object in which the 3D behavior is recognized.

In embodiments, the system that facilitates 3D projection at runtimewith a 2D-to-3D code generation engine may include a gaming engine thatmay enable handling of a state, such as a state of a digital contentasset expressed in the declarative language. The gaming engine mayrecognize an explicit state of an object, such as a digital contentasset and respond based on the context of the object in which theexplicit state is expressed. In embodiments, an explicit stateexpression may be recognized by the gaming engine as declaring differentproperties or values thereof for an object such as a digital contentasset, and the like.

In embodiments, a gaming engine of the system for creating may enablehandling of an inheritance parameter, such as an inheritance parameterof a digital content asset that may be expressed in a declarativelanguage. The gaming engine may recognize expression of an inheritanceparameter in the declarative language and respond based thereto basedon, for example, how the value of the inherited parameter impacts anobject, such as an instance of digital content asset being executed in aruntime environment. In embodiments, the declarative language maysupport creating a sub-class that may represent an inheritance parameteroperation. The gaming engine may determine that when an object is of asub-class, it may process parameters of a parent class for the object,enabling an inheritance parameter for the object, such as an instance ofa digital content asset and the like. The gaming engine may cause anobject, such as an object in a sub-class to operate the same as theparent object due to the gaming engine's ability to handle inheritanceparameters expressed in the declarative language and the like.

In embodiments, a gaming engine may enable handling of an animationfeature, such as an animation feature of a digital content asset thatmay be expressed in a declarative language. The gaming engine mayrecognize expression of an animation feature in the declarative languageand respond thereto based on, for example, how the expressed animationfeature impacts an object, such as an instance of the digital contentasset being executed by the gaming engine. A gaming engine may handle ananimation feature that is expressed in the declarative language throughhardware acceleration of at least a portion of the animation expressed.The gaming engine may perform the animations and rendering of thedigital content asset that may be expressed in an animation featurestatement and/or due to an impact of the animation on the digitalcontent asset, such as on an instance of a digital content asset beingrendered in a user interface, and the like.

In embodiments, a gaming engine may enable handling of a simulationfeature, such as a simulation feature of a digital content asset thatmay be expressed in a declarative language. The gaming engine mayrecognize expression of a simulation feature in the declarative languageand respond thereto based on, for example, how the expressed simulationfeature impacts an object, such as an instance of digital content assetbeing executed by the code execution engine. A gaming engine may handlea simulation feature that is expressed in the declarative languagethrough hardware acceleration of at least a portion of the simulationexpressed.

In embodiments, a gaming engine may enable handling of a 3D geometricbehavior, such as a 3D geometric behavior of a digital content assetthat may be expressed in a declarative language. The gaming engine mayrecognize expression of a 3D geometric behavior in the declarativelanguage and respond game engine features that perform 3D geometricactions. A gaming engine may handle a 3D geometric behavior that isexpressed in the declarative language through hardware acceleration ofat least a portion of the simulation expressed. In embodiments, 3Dgeometric behavior expressed through geometric behavioral statements ofthe declarative language may facilitate a gaming engine applying rulesof physics and geometry on the digital objects for which the geometricbehavioral statements of the declarative language are expressed.

In embodiments, a gaming engine may enable handling of a shaderfunctionality, such as shader loading parameters for utilizing a digitalcontent asset in different hardware devices. In embodiments, the shaderloading parameters may be expressed in a declarative language. Thegaming engine may recognize expression of shader loading parameters inthe declarative language and respond thereto based on, for example, howthe expressed shader loading parameters may impact utilization of anobject, such as an instance of digital content asset on differenthardware devices. A gaming engine my handle shader loading parametersthat are expressed in the declarative language through hardwareacceleration, such as through use of GPUs on different hardware devices,and the like. Handling shader loading parameters may be responsive topixel-handling capacity of a display screen of different hardwaredevices. In embodiments, recognition of the pixel-handling capacity of adisplay screen for a hardware device on which the digital content assetis targeted to be utilized may impact how shader loading parameters arehandled. The gaming engine may adjust how shader loading parameters,including any such parameters that are expressed and/or derived from ashader loading-related expression in the declarative language, arehandled, including how they are applied to different devices based on,for example, the pixel-handling capacity of a display screen of thedifferent devices.

In embodiments, the 2D visual editing environment may enable placementof objects on non-linear planes. The 2D visual editing environment mayalso enable specifying an effect for a surface of the object, such as adirectional light source effect, a shadow effect, a glow effect and thelike.

In embodiments, the system may further include a code execution enginethat may control utilization of hardware resources, such as CPUs, GPUsand the like of different computing devices. Utilization of, forexample, GPUs of some of the different devices, such as hardwareendpoint devices and the like may be controlled to facilitate thesimultaneous experience of the same behavior.

In embodiments, the code execution engine included in the system mayfurther control utilization of hardware resources for different aspectsof hardware performance, including thermal performance, batterymanagement, and the like. The control utilization may includespecification and execution of instructions for optimization of thermalperformance of a GPU based on execution of the declarative language. Adomain-specific declarative language used for digital content assetcontrol code and the like may include statements that facilitatemanaging execution on target devices to optimize hardware aspects, suchas thermal performance and the like.

In embodiments, the code execution engine included with the system mayfurther ensure consistent user experience with the digital contentasset, such as a consistent user experience of the common behavior, overa plurality of operating systems. In embodiments, the included codeexecution engine may govern execution of the digital content asset toprovide the consistent user experience. In embodiments, a code executionengine may operate differently on different operating systems for aconsistent user experience across a plurality of operating systems,including, without limitation operating systems such as IOS™ ANDROID™,WINDOWS™, MAC™, LINUX™, and the like.

In embodiments, a system for creating, sharing and managing digitalcontent is depicted in FIG. 34. The system 3400 may comprise a visualediting environment 3402 that may enable a developer 3018 and the liketo create, edit, and the like a digital content asset. The visualediting environment 3402 may further enable specifying a surface effectof an object placed on a non-linear plane. The visual editingenvironment 3402 may further facilitate specifying 2D editing oflayer-specific color and textures. The visual editing environment 3402may allow a developer to create a digital content asset 3110 using adeclarative language 3404. The system 3400 may further include a texturemapping system 3408 that may facilitate producing a multi-layer texturemap data structure from the 2D layer-specific colors and texturesspecified in the visual editing environment 3402. The system 3400 mayfurther comprise a 2D-to-3D code generator 3420 that may function with agenerative kernel language to perform vertex operations, pixel shadingoperations and object 3D runtime projection. The system 3400 may furthercomprise a code execution engine 3414 that may facilitate hardwareresource utilization and thermal optimization for CPUs, GPU, and thelike of different devices, such as end user devices 3012 on which adigital content asset 3110 operates. The system 3400 may furthercomprise a gaming engine 3412. The code execution engine 3414 may alsocontrol interactions, such as network layer interactions, communicationprotocol interactions, browser interactions, network middleware and thelike. The system 3400 may further facilitate consistent user experienceacross a plurality of different operating systems 3022, includingmobile, computer and other operating systems.

In embodiments, a system for creating, sharing and managing digitalcontent may facilitate creating and rendering generative content. Thesystem may perform ingestion of inputs, combine the inputs into anabstract representation of a system that processes the inputs, thecombined inputs may be adapted to confirm to a simulation environmentand simulated to produce output comparable to outputs from the systemfor processing the inputs. The simulated outputs may be optimized, suchas through a simulated annealing process. The system may furthersynthesize content from the outputs. In embodiments, the system mayfurther clean up the synthesized content, such as with a simulatedannealing process. In embodiments, the content maybe compressed,transmitted and rendered on different types of computing devices. Inembodiments, the system may optionally perform steps includingdecimation of the content, encoding of the decimated content, storage ofthe encoded content, querying e.g., of the encoded content, generativekernel language execution by a CPU of the content, apply class-specificdecoders to the content, and the like.

In embodiments, executing generative kernel language attempts torecreate the original input. Generative kernel language formatted datais a much smaller representation of the source input and may compriseparameterized procedural instructions for transmission to renderingdevices that may process a series of execution/decompression phases.Fidelity of the representation (e.g., a compression ratio) duringdecimation may be linked to the level of detail required, with the lowerthe detail, the simpler the representation.

In embodiments, a generative kernel language may comprise a minimalsubset of instructions that facilitate generating outputs in a two-phasegeometric digital content asset process. The generative kernel languagemay be used in a first phase of execution on the CPU. Secondary phasesof the two-phase process may use methods other than generative kernellanguage on a CPU and or GPU. The secondary phases may be specific to atype of output being generated and therefor may not be restricted togenerative kernel language instructions. This second phase may result ina reconstructed output similar to original content being rendered suchas data, textures, geometry and the like. In embodiments, generativekernel language may accommodate the process of transforming geometricprimitives through a two-phase execution process. The generative kernellanguage may act as a set of CPU-based parameterized proceduralinstructions which can be executed to create other CPU and/or GPUinstructions or data, which can in turn be used to generate contentsimilar to original content. The created instructions or data may beused in secondary phase to create data, textures, geometry and the likewith a CPU or a GPU to a preferred level of rendering fidelity.

In embodiments, a generative content system may perform ingestion andcombination of inputs. Inputs may be ingested from many differentsources, may be of differing types, differing accuracy, differingprecision and the like. Inputs may be ingested independent of a rate ofupdate of the different inputs. Ingesting and combining input mayinclude statistically processing the inputs, temporally filtering theinputs, spatially filtering the inputs, and combining these processedinputs.

In embodiments, a generative content system may use these processedinputs to create abstract instances of classes. These abstract instancesof classes may include properties that can connect to one another, suchas in a hierarchical graph. In embodiments, the abstract instance ofclasses may also be spatially and temporally arranged in a datastructure. In embodiments, the data structure of the abstract instanceof classes may include a data structure partitioning items with up to4-dimensional axes, such as nested squares forming a quad tree, cubesforming an oct tree, tesseracts forming a ‘hyper tree’, and the like. Inembodiments, processing inputs to create abstract instances of classesmay be scalable, such as based on the number or volume of inputs, tofacilitate, for example batch processing. Results of such batchprocessing may be combined into a shared representation. In embodiments,the abstract instances of classes may contribute to a graph with anynumber of nodes. Properties of these nodes may be connected to othernodes (e.g., with comparable properties, and the like) in a treestructure, such as a directed acyclic graph and the like. Inembodiments, the nodes may also be partitioned in a plurality ofdimensions, such as four dimensions based on the node properties (e.g.,time and x, y, z location).

In embodiments, a generative content system may process a graph ofclasses with a set of class dependent algorithms. The generative contentsystem may iterate over the graph with the class dependent algorithms.The class dependent algorithms may attempt to converge on a set offitness criteria that may have many arbitrary weighted elementsassociated with the graph node hierarchy, classes, node properties, andthe like. These algorithms can be specific to a given class or classhierarchy and act at different levels of detail on the graph. Inembodiments, these algorithms may alter node properties, such as basedon the class and properties of the current node, its parent, children orsibling nodes. These class dependent algorithms may also prune or createnew nodes, such as for correcting errors, filling in information, andthe like. The degree to which the graph is processed (e.g., the numberof iterations and the like) may be adjusted based on a preference forconvergence to the fitness criteria versus time/computation. In anexample where data sets of road centerlines are provided with a numberof lanes, where a minor road centerline joins a major road centerlinewithout a controlled intersection (e.g. no traffic lights), nodes andproperties defining a road intersection surface and markings in contactwith the ground plane, even stop sign nodes can be added. Inembodiments, a densely packed abstract representation may allow fasterprocessing with fewer computing resources, increased centralizedcomputation thereby reducing computation load on end user devices andpotentially less network traffic. Additionally, fewer simulation andconformance passes may be needed to be completed before contentsynthesis operations. Also, synthesis may be performed in acomputationally distributed manner (e.g. actually making the vertexesfor the 3D representation of the road and signs). In embodiments, adensely packed abstract representation may facilitate efficientlysplitting this densely packed representation. In embodiments, theconvergence algorithms act on the graph by updating nodes, deletingnodes, creating nodes, updating node properties, deleting nodeproperties, and creating node properties and the like.

In embodiments, once the conformance simulation portion of thegenerative content system is completed responsive to the fitnesscriteria, the hierarchical graph may be prepared for the generation ofsynthetic content from the nodes of the graph. An objective of preparingfor generation of synthetic content is to facilitate distributedcomputation and storage. In embodiments, a partitioning scheme may beapplied during this preparation process so that the hierarchical graphmay be distributed based on the partitioning scheme. In embodiments, thepartitioning scheme may allow multiple sparse data sets to be generatedfor processing which have edge nodes based on the partition scheme thatare marked to be used for other computations. In embodiments, the markededge nodes do not have results in localized graph operations that usetechniques such as procedural rules, simulations, a libraries oftemplates/lookup tables, AI models and genetic algorithms to create thecontent at the maximum quality.

Through the use of the partitioning scheme and marking some nodes, it ispossible to distribute this process of synthesis because a local copy ofthe graph may only need to have some nodes marked for contentsynthesis/generation. In embodiments, these synthetic generativeprocesses, which may be associated with a class, can act on the graphnodes and generate, copy and parametrize a plurality of types of contentthat may be associated with the nodes.

In embodiments, the generated content may go through a set ofspecialized conformance processes that may perform clean up andannealing of aspects of the content. Specialized conformance processingmay be required at a class level, content type, spatial or temporallevel, and the like. In an example, conformance processing may includesplitting polygons, adding and aligning vertexes in spatially proximatemeshes, such as where a lower resolution ground plane meets a roadsurface, normalizing an envelope when combining two generated audiosignals, and the like. Specialized conformance processing may bedistributed for processing. In embodiments, the specialized conformanceprocessing may be associated with a class can act on one or more contentitems. These content items can be identified by the type of content,properties of the content itself, the node's properties or theassociation of other nodes and their properties and content which areconnected via hierarchy or partitioning as defined by the process, andthe like.

In embodiments, the processed content can go through a set ofspecialized decimation processes that may be specific to a type ofcontent being processed and a level of detail required to be preservedfor rendering, and the like. It is possible to distribute this processas only the current piece of content being processed is required fordecimation. These content type-specific decimation processes can act onthe processed content for each level of detail required. In embodiments,output of this process may be simplified/quantized/transformed or emptypieces of content for each level of detail based, for example on a setsimplification rules that may be encoded in the decimation process, andthe like.

In embodiments, the level of detail decimated content may go throughcontent specific encoding processes. These processes may be specific toa type of content and a type of encoding or compression applied. Inembodiments, it is possible to distribute these processes because onlythe specific content item being processed is required for encoding. Inembodiments, content-specific coherent batch execution may be preferreddue to it is more efficient and may facilitate inter-content techniqueslike a shared texture atlas or building a statistical model for a lookuptable, and the like. In embodiments, these encoding processes outputdata in a generative kernel language format.

In embodiments, the rendering level of detail generated generativekernel language formatted data may be stored in a multi-dimensionaldatabase that may manage volume and spatial occlusion. In embodiments, agenerative content system may incorporate the multi-dimensionaldatabase. In embodiments, the multi-dimensional database may bedistributed over multiple servers.

In embodiments, the multi-dimensional partitioned database may bequeried remotely, such as based on an x/y/z position, x, y, zorientation and a time, and the like. The multi-dimensional partitioneddatabase may reply by supplying packets of generative kernel languagedata ordered from the front of the frustum to the back; thereby allowingrendering to proceed with the most important packets arriving first.These packets may also be supplied with the right level of detail forthe proximity to the viewer, taking into account occlusion, and thelike. In embodiments, a query of the multi-dimensional database may bemore abstract, such as based on the type of rendering required. Inembodiments, the content may include generative kernel language holdingtime series data or simulations of particle interactions, and the like.In embodiments, generative kernel language data packets may be cached bythe local client most lazily. This reduces bandwidth and re-computingitems which are in view in subsequent frames. This may facilitateachieving high frame rates.

In embodiments, generative kernel language may facilitate localexecution in a virtual machine and the like. In embodiments, generativekernel language may comprise a packing and parameterization languagethat expands into class-specific instructions and data.

In embodiments, a generative content system may support class-specificdecoding. A plurality of decoders and processing steps may be applied tothe unpacked results from generative kernel language execution. Thesemay be determined by the specific class and can be executed on a CPU orGPU. Examples of class-specific decoders include SE (Spline Extraction)designed to unpack smoothly varying time series data such as jointangles on the CPU, TS (Texture Synthesis) and GML (Generative modellinglanguage) both designed to be executed on the GPU, and the like.

FIG. 35 may depict a flow chart of a generative content approach thatmay include a method 3500 that may include an ingesting step 3502 thatmay ingest inputs from a range of sources, having a range of formats,and indicating a range of times. A step of combining 3504 the inputs mayfollow the ingesting step. A step of building a hierarchical graph ofclasses 3508 of the inputs may be followed by a step of arranging theclasses of the data temporally and spatially in a data structure 3510.The result of step 3510 may be used in a step of applyingclass-dependent convergence algorithms 3512 to achieve a fitnesscriteria 3506. The converged data from 3512 may be processed to generatea plurality of portions of the graph with marked synthesis nodes at step3514. These graph portions may be decimated at step 3518, and encoded atstep 3520 to produce generative kernel language formatted data 3522. Thegenerative kernel language formatted data may be executed by a processorat step 3524. Executing the generative kernel language formatted data atstep 3524 may produce class-specific rendering instructions and data3528.

FIG. 36 depicts an example configuration of an application system 3600.In some embodiments, the application system 3600 may be the system 100shown with respect to FIG. 1A. In the illustrated example, theapplication system 3600 may be configured to support a multi-userinfrastructure and multi-user synchronization. The application system3600 may include a declaration processor 3602, a scene tree manager3604, a mirroring processor 3606, a visual editor 3608, an editorbroadcaster 3610, and an editor listener 3612. The application system3600 may include additional components, such as other componentsdiscussed with respect to FIG. 1A.

In embodiments, the declaration processor 3602 is configured to linearlyprocess a first declaration. The declaration may recite any set of itemsselected, including objects, relationships, properties, behaviors, andcombinations thereof.

In embodiments, the scene tree manager 3604 may be configured to managean instantiation of objects, object relationships, properties, andbehaviors when embodied in an instantiation of a scene tree. Inembodiments, the scene tree manager 3604 updates the instantiation ofthe scene tree when a user of many user provides user input to changethe instantiation from a user computing system 3620 via a communicationnetwork 3630. For example, the user may provide input to change anobject, an object relationship, a property, and/or a behavior. Inresponse to the user input, the scene tree manager 3604 may update theinstantiation to reflect the change to the object, the objectrelationship, the property, and/or the behavior.

In embodiments, the mirroring processor 3606 enables mirroring the firstdeclaration to a second declaration. In embodiments, the mirroringprocessor 3606 is configured to cause generation of an instantiation ofobjects in the instantiation of the scene tree that mirror the set ofitems in the first declaration from the declaration processor. Inembodiments, the mirroring processor 3606 is further configured to causemirroring, in whole or in part, of the scene tree in a seconddeclaration.

In embodiments, the visual editor 3608 is configured to receive userinput indicating changes to instantiation of the scene tree and tochange the instantiation of the scene tree based on the user input viathe scene tree manager.

In embodiments, the editor broadcaster 3610 is configured to obtainchanges from the visual editor and to cause the mirroring processor totransform a correspondingly changed part of the instantiation of thescene tree into a change declaration. In embodiments, the editorbroadcaster 3610 is configured broadcast the change declaration embeddedin a change message over the network 3630 to the user computer systems3620.

In embodiments, the editor listener 3612 may be in communication withthe communication network 3630. The editor listener 3612 may beconfigured to receive and process any change messages from any otheruser computer system 3620 of the user computer systems 3620 by causingthe mirroring processor 3612 to transform a declaration embedded inreceived change message into a corresponding change in the instantiationof the scene tree.

In embodiments, the system 3600 may further implement one or more clocksto synchronize operation across the user computer systems. For example,the system may implement a frame clock that defines consecutive framesof the engine, whereby the systems may synchronize the operations to theframe clock.

As used herein, a “computer process” may refer to the performance of adescribed function in a computer using computer hardware (such as aprocessor, field-programmable gate array or other electroniccombinatorial logic, or similar device), which may be operating undercontrol of software or firmware or a combination of any of these oroperating outside control of any of the foregoing. All or part of thedescribed function may be performed by active or passive electroniccomponents, such as transistors or resistors. In using the term“computer process,” a schedulable entity, or operation of a computerprogram or a part thereof is not necessarily required; although, in someembodiments, a computer process may be implemented by such a schedulableentity, or operation of a computer program or a part thereof.Furthermore, unless the context otherwise requires, a “process” may beimplemented using more than one processor or more than one (single- ormulti-processor) computer.

As used herein, an “operating system” is an environment of a hostcomputer system, which may be a conventional operating system, butalternatively may be any computing environment that can cause executionof computer instructions, receive input and provide output, including,for example, a web browser, a Java runtime environment, a Microsoftcommon language runtime environment, etc.

As used herein, a “simulator” in an application system environmentengine is an object-oriented system for managing the scheduling ofasynchronous and synchronous behaviors of objects, relationships betweenobjects, and changes to properties of objects.

A first computer system is in communication “in real time” over anetwork with a second computer system when information is exchangedbidirectionally between the computer systems according to schedulingdetermined by the first and second computer systems and withoutdependency on polling.

As used herein, “Linear logic” may refer to a set of procedures that canbe executed strictly from left to right, or top to bottom, withoutlooping or branching, and that can be defined with zero, one, or moreparameters.

Detailed embodiments of the present disclosure are disclosed herein;however, it is to be understood that the disclosed embodiments aremerely exemplary of the disclosure, which may be embodied in variousforms. Therefore, specific structural and functional details disclosedherein are not to be interpreted as limiting, but merely as a basis forthe claims and as a representative basis for teaching one skilled in theart to variously employ the present disclosure in virtually anyappropriately detailed structure.

The terms “a” or “an,” as used herein, are defined as one or more thanone. The term “another,” as used herein, is defined as at least a secondor more. The terms “including” and/or “having”, as used herein, aredefined as comprising (i.e., open transition).

While only a few embodiments of the present disclosure have been shownand described, it will be obvious to those skilled in the art that manychanges and modifications may be made thereunto without departing fromthe spirit and scope of the present disclosure as described in thefollowing claims. All patent applications and patents, both foreign anddomestic, and all other publications referenced herein are incorporatedherein in their entireties to the full extent permitted by law.

The methods and systems described herein may be deployed in part or inwhole through a machine that executes computer software, program codes,and/or instructions on a processor. The present disclosure may beimplemented as a method on the machine, as a system or apparatus as partof or in relation to the machine, or as a computer program productembodied in a computer readable medium executing on one or more of themachines. In embodiments, the processor may be part of a server, cloudserver, client, network infrastructure, mobile computing platform,stationary computing platform, or another computing platform. Aprocessor may be any kind of computational or processing device capableof executing program instructions, codes, binary instructions and thelike. The processor may be or may include a signal processor, digitalprocessor, embedded processor, microprocessor or any variant such as aco-processor (math co-processor, graphic co-processor, communicationco-processor and the like) and the like that may directly or indirectlyfacilitate execution of program code or program instructions storedthereon. In addition, the processor may enable execution of multipleprograms, threads, and codes. The threads may be executed simultaneouslyto enhance the performance of the processor and to facilitatesimultaneous operations of the application. By way of implementation,methods, program codes, program instructions and the like describedherein may be implemented in one or more thread. The thread may spawnother threads that may have assigned priorities associated with them;the processor may execute these threads based on priority or any otherorder based on instructions provided in the program code. The processor,or any machine utilizing one, may include non-transitory memory thatstores methods, codes, instructions and programs as described herein andelsewhere. The processor may access a non-transitory storage mediumthrough an interface that may store methods, codes, and instructions asdescribed herein and elsewhere. The storage medium associated with theprocessor for storing methods, programs, codes, program instructions orother type of instructions capable of being executed by the computing orprocessing device may include but may not be limited to one or more of aCD-ROM, DVD, memory, hard disk, flash drive, RAM, ROM, cache and thelike.

A processor may include one or more cores that may enhance speed andperformance of a multiprocessor. In embodiments, the process may be adual core processor, quad core processors, other chip-levelmultiprocessor and the like that combine two or more independent cores(called a die).

The methods and systems described herein may be deployed in part or inwhole through a machine that executes computer software on a server,client, firewall, gateway, hub, router, or other such computer and/ornetworking hardware. The software program may be associated with aserver that may include a file server, print server, domain server,internet server, intranet server, cloud server, and other variants suchas secondary server, host server, distributed server and the like. Theserver may include one or more of memories, processors, computerreadable media, storage media, ports (physical and virtual),communication devices, and interfaces capable of accessing otherservers, clients, machines, and devices through a wired or a wirelessmedium, and the like. The methods, programs, or codes as describedherein and elsewhere may be executed by the server. In addition, otherdevices required for execution of methods as described in thisapplication may be considered as a part of the infrastructure associatedwith the server.

The server may provide an interface to other devices including, withoutlimitation, clients, other servers, printers, database servers, printservers, file servers, communication servers, distributed servers,social networks, and the like. Additionally, this coupling and/orconnection may facilitate remote execution of program across thenetwork. The networking of some or all of these devices may facilitateparallel processing of a program or method at one or more locationwithout deviating from the scope of the disclosure. In addition, any ofthe devices attached to the server through an interface may include atleast one storage medium capable of storing methods, programs, codeand/or instructions. A central repository may provide programinstructions to be executed on different devices. In thisimplementation, the remote repository may act as a storage medium forprogram code, instructions, and programs.

The software program may be associated with a client that may include afile client, print client, domain client, internet client, intranetclient and other variants such as secondary client, host client,distributed client and the like. The client may include one or more ofmemories, processors, computer readable media, storage media, ports(physical and virtual), communication devices, and interfaces capable ofaccessing other clients, servers, machines, and devices through a wiredor a wireless medium, and the like. The methods, programs, or codes asdescribed herein and elsewhere may be executed by the client. Inaddition, other devices required for execution of methods as describedin this application may be considered as a part of the infrastructureassociated with the client.

The client may provide an interface to other devices including, withoutlimitation, servers, other clients, printers, database servers, printservers, file servers, communication servers, distributed servers andthe like. Additionally, this coupling and/or connection may facilitateremote execution of program across the network. The networking of someor all of these devices may facilitate parallel processing of a programor method at one or more location without deviating from the scope ofthe disclosure. In addition, any of the devices attached to the clientthrough an interface may include at least one storage medium capable ofstoring methods, programs, applications, code and/or instructions. Acentral repository may provide program instructions to be executed ondifferent devices. In this implementation, the remote repository may actas a storage medium for program code, instructions, and programs.

The methods and systems described herein may be deployed in part or inwhole through network infrastructures. The network infrastructure mayinclude elements such as computing devices, servers, routers, hubs,firewalls, clients, personal computers, communication devices, routingdevices and other active and passive devices, modules and/or componentsas known in the art. The computing and/or non-computing device(s)associated with the network infrastructure may include, apart from othercomponents, a storage medium such as flash memory, buffer, stack, RAM,ROM and the like. The processes, methods, program codes, instructionsdescribed herein and elsewhere may be executed by one or more of thenetwork infrastructural elements. The methods and systems describedherein may be adapted for use with any kind of private, community, orhybrid cloud computing network or cloud computing environment, includingthose which involve features of software as a service (SaaS), platformas a service (PaaS), and/or infrastructure as a service (IaaS).

The methods, program codes, and instructions described herein andelsewhere may be implemented on a cellular network having multiplecells. The cellular network may either be frequency division multipleaccess (FDMA) network or code division multiple access (CDMA) network.The cellular network may include mobile devices, cell sites, basestations, repeaters, antennas, towers, and the like. The cell networkmay be a GSM, GPRS, 3G, EVDO, mesh, or other networks types.

The methods, program codes, and instructions described herein andelsewhere may be implemented on or through mobile devices. The mobiledevices may include navigation devices, cell phones, mobile phones,mobile personal digital assistants, laptops, palmtops, netbooks, pagers,electronic books readers, music players and the like. These devices mayinclude, apart from other components, a storage medium such as a flashmemory, buffer, RAM, ROM and one or more computing devices. Thecomputing devices associated with mobile devices may be enabled toexecute program codes, methods, and instructions stored thereon.Alternatively, the mobile devices may be configured to executeinstructions in collaboration with other devices. The mobile devices maycommunicate with base stations interfaced with servers and configured toexecute program codes. The mobile devices may communicate on apeer-to-peer network, mesh network, or other communications network. Theprogram code may be stored on the storage medium associated with theserver and executed by a computing device embedded within the server.The base station may include a computing device and a storage medium.The storage device may store program codes and instructions executed bythe computing devices associated with the base station.

The computer software, program codes, and/or instructions may be storedand/or accessed on machine readable media that may include: computercomponents, devices, and recording media that retain digital data usedfor computing for some interval of time; semiconductor storage known asrandom access memory (RAM); mass storage typically for more permanentstorage, such as optical discs, forms of magnetic storage like harddisks, tapes, drums, cards and other types; processor registers, cachememory, volatile memory, non-volatile memory; optical storage such asCD, DVD; removable media such as flash memory (e.g., USB sticks orkeys), floppy disks, magnetic tape, paper tape, punch cards, standaloneRAM disks, Zip drives, removable mass storage, off-line, and the like;other computer memory such as dynamic memory, static memory, read/writestorage, mutable storage, read only, random access, sequential access,location addressable, file addressable, content addressable, networkattached storage, storage area network, bar codes, magnetic ink, and thelike.

The methods and systems described herein may transform physical and/orintangible items from one state to another. The methods and systemsdescribed herein may also transform data representing physical and/orintangible items from one state to another.

The elements described and depicted herein, including in flow charts andblock diagrams throughout the figures, imply logical boundaries betweenthe elements. However, according to software or hardware engineeringpractices, the depicted elements and the functions thereof may beimplemented on machines through computer executable media having aprocessor capable of executing program instructions stored thereon as amonolithic software structure, as standalone software modules, or asmodules that employ external routines, code, services, and so forth, orany combination of these, and all such implementations may be within thescope of the present disclosure. Examples of such machines may include,but may not be limited to, personal digital assistants, laptops,personal computers, mobile phones, other handheld computing devices,medical equipment, wired or wireless communication devices, transducers,chips, calculators, satellites, tablet PCs, electronic books, gadgets,electronic devices, devices having artificial intelligence, computingdevices, networking equipment, servers, routers and the like.Furthermore, the elements depicted in the flow chart and block diagramsor any other logical component may be implemented on a machine capableof executing program instructions. Thus, while the foregoing drawingsand descriptions set forth functional aspects of the disclosed systems,no particular arrangement of software for implementing these functionalaspects should be inferred from these descriptions unless explicitlystated or otherwise clear from the context. Similarly, it will beappreciated that the various steps identified and described above may bevaried, and that the order of steps may be adapted to particularapplications of the techniques disclosed herein. All such variations andmodifications are intended to fall within the scope of this disclosure.As such, the depiction and/or description of an order for various stepsshould not be understood to require a particular order of execution forthose steps, unless required by a particular application, or explicitlystated or otherwise clear from the context.

The methods and/or processes described above, and steps associatedtherewith, may be realized in hardware, software or any combination ofhardware and software suitable for a particular application. Thehardware may include a general-purpose computer and/or dedicatedcomputing device or specific computing device or particular aspect orcomponent of a specific computing device. The processes may be realizedin one or more microprocessors, microcontrollers, embeddedmicrocontrollers, programmable digital signal processors or otherprogrammable device, along with internal and/or external memory. Theprocesses may also, or instead, be embodied in an application specificintegrated circuit, a programmable gate array, programmable array logic,or any other device or combination of devices that may be configured toprocess electronic signals. It will further be appreciated that one ormore of the processes may be realized as a computer executable codecapable of being executed on a machine-readable medium.

The computer executable code may be created using a structuredprogramming language such as C, an object-oriented programming languagesuch as C++, or any other high-level or low-level programming language(including assembly languages, hardware description languages, anddatabase programming languages and technologies) that may be stored,compiled or interpreted to run on one of the above devices, as well asheterogeneous combinations of processors, processor architectures, orcombinations of different hardware and software, or any other machinecapable of executing program instructions.

Thus, in one aspect, methods described above and combinations thereofmay be embodied in computer executable code that, when executing on oneor more computing devices, performs the steps thereof. In anotheraspect, the methods may be embodied in systems that perform the stepsthereof, and may be distributed across devices in a number of ways, orall of the functionality may be integrated into a dedicated, standalonedevice or other hardware. In another aspect, the means for performingthe steps associated with the processes described above may include anyof the hardware and/or software described above. All such permutationsand combinations are intended to fall within the scope of the presentdisclosure.

While the disclosure has been disclosed in connection with the preferredembodiments shown and described in detail, various modifications andimprovements thereon will become readily apparent to those skilled inthe art. Accordingly, the spirit and scope of the present disclosure isnot to be limited by the foregoing examples, but is to be understood inthe broadest sense allowable by law.

The use of the terms “a” and “an” and “the” and similar referents in thecontext of describing the disclosure (especially in the context of thefollowing claims) is to be construed to cover both the singular and theplural, unless otherwise indicated herein or clearly contradicted bycontext. The terms “comprising,” “having,” “including,” and “containing”are to be construed as open-ended terms (i.e., meaning “including, butnot limited to,”) unless otherwise noted. Recitations of ranges ofvalues herein are merely intended to serve as a shorthand method ofreferring individually to each separate value falling within the range,unless otherwise indicated herein, and each separate value isincorporated into the specification as if it were individually recitedherein. All methods described herein can be performed in any suitableorder unless otherwise indicated herein or otherwise clearlycontradicted by context. The use of any and all examples, or exemplarylanguage (e.g., “such as”) provided herein, is intended merely to betterilluminate the disclosure and does not pose a limitation on the scope ofthe disclosure unless otherwise claimed. No language in thespecification should be construed as indicating any non-claimed elementas essential to the practice of the disclosure. The use of the term“set” includes a group of one or more members.

While the foregoing written description enables one of ordinary skill tomake and use what is considered presently to be the best mode thereof,those of ordinary skill will understand and appreciate the existence ofvariations, combinations, and equivalents of the specific embodiments,method, and examples herein. The disclosure should therefore not belimited by the above described embodiments, method, and examples, but byall embodiments and methods within the scope and spirit of thedisclosure.

Any element in a claim that does not explicitly state “means for”performing a specified function, or “step for” performing a specifiedfunction, is not to be interpreted as a “means” or “step” clause asspecified in 35 U.S.C. § 112(f). In particular, any use of “step of” inthe claims is not intended to invoke the provision of 35 U.S.C. §112(f).

Persons of ordinary skill in the art may appreciate that numerous designconfigurations may be possible to enjoy the functional benefits of theinventive systems. Thus, given the wide variety of configurations andarrangements of embodiments of the present invention the scope of theinvention is reflected by the breadth of the claims below rather thannarrowed by the embodiments described above.

What is claimed is:
 1. A system for creating, sharing and managingdigital content, comprising: a visual editing environment configured toenable a developer to create and edit code controlling a digital contentasset using a declarative language; and a code execution engineconfigured to operate on the code created in the visual editingenvironment to control execution of at least one hardware infrastructureelement that enables the utilization of the digital content asset,wherein the code execution engine includes at least one gaming enginecapability enabling the execution of the declarative language to controlat least one of a behavior and a state of the digital content asset. 2.The system of claim 1, wherein the gaming engine enables handling of astate that is expressed in the declarative language.
 3. The system ofclaim 1, wherein the gaming engine enables handling of an inheritanceparameter that is expressed in the declarative language.
 4. The systemof claim 1, wherein the gaming engine enables handling of an animationfeature that is expressed in the declarative language.
 5. The system ofclaim 1, wherein the gaming engine enables handling of a simulationfeature for a digital content object that is expressed in thedeclarative language.
 6. The system of claim 1, wherein the gamingengine enables handling of a 3D geometric behavior of a digital contentobject that is expressed in the declarative language.
 7. The system ofclaim 1, wherein the gaming engine enables handling of shader loadingparameters for different hardware devices.
 8. The system of claim 7,wherein shader loading parameters are handled based on recognition ofpixel-handling capacity of a display screen of a hardware device thatwill display the digital content asset.
 9. The system of claim 1,wherein the visual editing environment and the code execution engineenable creation, delivery, and editing of the digital asset duringruntime, such that a plurality of end users using different devices cansimultaneously experience the same behavior of the digital content assetduring its creation and editing.
 10. The system of claim 1, wherein thecode execution engine controls utilization of at least one of a CPU anda GPU of a hardware endpoint device upon which the digital content assetruns.
 11. The system of claim 10, wherein control of utilizationincludes specification and execution of instructions for optimization ofthermal performance of the at least one of the CPU and the GPU.
 12. Thesystem of claim 1, wherein the code execution engine governs executionof the code across a plurality of operating systems to provide aconsistent user experience with the digital content asset.
 13. Thesystem of claim 12, wherein the code execution engine governs executionof the code across a plurality of mobile operating systems.
 14. Thesystem of claim 13, wherein the mobile operating systems are selectedfrom among IOS, Android and Windows operating systems.
 15. The system ofclaim 12, wherein the code execution engine governs execution of thecode across a plurality of computer operating systems.
 16. The system ofclaim 15, wherein the computer systems are selected from among Windows,Mac, and Linux operating systems.
 17. The system of claim 12, whereinthe code execution engine governs execution of the code across aplurality of operating systems including at least one mobile operatingsystem and at least one other operating system.
 18. The system of claim17, wherein the operating systems are selected from the group consistingof Windows, Mac, Linux, IOS and Android operating systems.
 19. Thesystem of claim 1, wherein the code execution engine enables control ofnetwork layer interactions for the digital content asset.
 20. The systemof claim 1, wherein the code execution engine enables control of browserinteractions for the digital content asset.
 21. The system of claim 20,wherein the browser interactions include Comet interactions, HTTPstreaming interactions, Ajax push interactions, reverse Ajaxinteractions, secure socket interactions, and HTTP server pushinteractions.
 22. The system of claim 1, further comprising a plug-insystem for orchestrating components and events for the digital contentasset.
 23. The system of claim 22, wherein the plug-in system is aJavascript plug-in system.
 24. The system of claim 1, wherein the visualediting environment and the code are written in the declarativelanguage, are compiled by an LLVM compiler, and are bound to the codeexecution engine.
 25. The system of claim 1, wherein the code executionengine is a C++ engine.